masters thesis - developing desirable technology with user innovators. case nokia 770 internet...

80
HELSINKI SCHOOL OF ECONOMICS (HSE) Department of Marketing and Management DEVELOPING DESIRABLE TECHNOLOGY WITH USER INNOVATORS: THE SOCIOTECHNICAL CHANGE OF THE NOKIA 770 INTERNET TABLET Marketing Master’s Thesis Jussi H. Mäkinen k72221 Fall 2006 Approved by the head of the department of Marketing and Management _____/_____ 2006, and awarded the grade _____________________ ______________________________________________________

Upload: luovanto

Post on 11-Apr-2015

615 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

HELSINKI SCHOOL OF ECONOMICS (HSE)Department of Marketing and Management

DEVELOPING DESIRABLE TECHNOLOGY WITH USER INNOVATORS: THE SOCIOTECHNICAL CHANGE OF THE NOKIA 770 INTERNET TABLET

MarketingMaster’s ThesisJussi H. Mäkinen k72221Fall 2006

Approved by the head of the department of Marketing and Management

_____/_____ 2006, and awarded the grade _____________________

______________________________________________________

Page 2: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

2

HELSINKI SCHOOL OF ECONOMICS ABSTRACTMarketing master’s thesis October 31st, 2006Jussi H. Mäkinen

DEVELOPING DESIRABLE TECHNOLOGY WITH USER INNOVATORS –THE SOCIOTECHNICAL CHANGE OF THE NOKIA 770 INTERNET TABLET

Research objectives

The research objectives of this study was to understand the role of users and user made innovations in the product development process of a new consumer high-technology product, the Nokia 770 Internet Tablet. The theoretical part of the study focused on user’s role in the innovation process and in technological development concentrating especially on a user innovator group calling themselves as “hackers”. The empirical part focused on describing how these user innovators following the hacker culture reinvented the functionalities of the Nokia 770 Internet Tablet.

Research methodology

Research methodology in this thesis was adapted from the model of social construction of technology. This model emphasizes cultural and social factors in the product development process thus viewing the users as the agents for technological change. The author of this study worked at the Nokia Multimedia organization while doing this thesis and during that time 15 people were interviewed in order to create a social construction of Nokia 770 Internet Tablet. The people interviewed for this thesis were separated into three social groups: Nokia managers involved in the development of the Nokia 770 Internet Tablet as the first group, hackers who had developed new functionalities for the product as the second group and a the non-users as the third group.

Research results

As a result of this study I propose a new concept, hacker-hobbyism, to define how innovations and insights from a group of users, hackers, affected the functionalities and usage possibilities for the Nokia 770 Internet Tablet after it was brought to the markets. Hacker-hobbyism is a user innovation activity that follows hacker culture and which is not restricted by legal or proprietary issues that sets guidelines for manufacturers’ development activities. The consequence of hacker-hobbyism is that hackers can develop and implement functionalities to the Nokia 770 Internet Tablet which would be impossible to do for Nokia’s official product development. In this way hackers could reinvent the product to function beyond its original use possibilities. Hacker-hobbyism can then be used to gain insights and innovations for Nokia’s internal product development.

Key words

Hacker-hobbyism, user innovation, consumer technology, product development

Page 3: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

3

HELSINGIN KAUPPAKORKEAKOULU TIIVISTELMÄMarkkinoinnin Pro Gradu –tutkielma 31.10.2006

DEVELOPING DESIRABLE TECHNOLOGY WITH USER INNOVATORS –THE SOCIOTECHNICAL CHANGE OF THE NOKIA 770 INTERNET TABLET

Tutkimukseni tavoitteena on ollut kuvata kuluttajamarkkinoille suunnatun uuden teknologiatuotteen kehitysprosessia ja käyttäjien sekä käyttäjälähtöisten innovaatioiden merkitystä ja roolia tässä prosessissa. Tutkimusongelmaani olen lähestynyt Nokian 770 Internet Tabletin kehityshistorian kautta. Vuonna 2005markkinoille tullut Nokia 770 Internet Tablet on Nokian ensimmäinen avoimeen lähdekoodiin perustuva tuote, jonka kehitystyön oleellisena osatekijänä on käyttäjien osallistuminen tuotteen sovelluskehitykseen. Erityisen mielenkiinnon kohteeksitutkimuksessani nousivat ns. ”hakkerit”, jotka edustavat historiallisesti merkittävää, mutta usein innovaatio- ja teknologiatutkimuksessa pienelle huomiolle jäänyttä teknologiaan liittyvää käyttäjäinnovaatio-alakulttuuria.

Tutkimusmenetelmänä olen käyttänyt teknologian sosiaalisen konstruktion mallia joka korostaa kulttuurisia ja sosiaalisia tekijöitä tuotteen kehitysprosessissa sekä käyttäjiä teknologisen kehityksen muutosagentteina. Empiirisen tapaustutkimuksen olen tehnyt Nokia yhtymän multimediayksikön tuotekehitysyksikössä Helsingin Ruoholahdessa 1.5 - 31.09.2006 välisenä aikana, jolloin osallistuin tuotteen kehittämiseen sekä haastattelin tuotekehityksessä ja markkinoinnissa mukana olleita henkilöitä Nokian sisältä sekä käyttäjiä, jotka olivat kehittäneet omiin tarpeisiinsa innovaatioita niin Nokian 770 laitteelle kuin muillekin kaupallisesti menestyneillemobiileille teknologiatuotteille.

Tutkimukseni tuloksena on uusi käsite, hakkeri-hobbismi. Hakkeri-hobbismi syntyy, kun teknologiatuote koetaan haluttavaksi kohteeksi käyttäjäinnovaattoreidenhakkerikulttuuria seuraavalle kehitystyölle ja sen seurauksena syntyy innovaatioita, jotka eivät aina lähtökohtaisesti palvele kaupallisten toimijoiden liiketoimintamallejamutta jotka silti voivat lisätä teknologiatuotteen toiminnallisuuksia ja haluttavuutta syntyessään ja levitessään hakkeriyhteisöissä ja niiden ulkopuolella. Hakkeri-hobbismin kautta on mahdollisuus myös saada uusia näkökulmia tai jopa konkreettisia innovaatioita yrityksen sisäiseen tuotekehitystyöhön. Avoimen lähdekoodin käyttäminen teknologiatuotteessa kuten Nokian 770 Internet Tabletissa edistää hakkeri-hobbismia, mutta ei kuitenkaan ole välttämättä edellytyksenä ilmiölle.

Hakkeri-hobbismi -käsitteen kautta olen halunnut tuoda esiin myös käyttäjälähtöistä luovan tuhon prosessia, joka osaltaan erottaa käsitteen muista käyttäjälähtöisistä innovaatiokäsitteistä. Vaikka hakkeri-hobbismista sekä käyttäjälähtöisestä luovan tuhon prosessista löytyy esimerkkejä muidenkin teknologiatuotteiden kuin Nokian 770 Internet Tabletin osalta, pitäisi hakkeri-hobbismi ilmiötä tutkia kuitenkin enemmän ennen kuin tutkimuksessani esittämäni tulokset olisivat laajemmin yleistettävissä.

Avainsanat:Hakkeri-hobbismi, käyttäjäinnovaatiot, teknologia, tuotekehitys

Page 4: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

4

TABLE OF CONTENTS

1 INTRODUCTION...................................................................................51.1 ”If it’s not hackable, it’s useless…” ................................................................ 51.2 Goals of the study.......................................................................................... 71.3 Research design ............................................................................................ 81.4 Terminology ................................................................................................ 10

2. REPRESENTATION OF THE HACKER................................................112.1 Hackers and the history of computer technology ....................................... 112.2 Hacker culture .............................................................................................142.3 Categorizing hackers ...................................................................................16

3 SOCIAL SHAPING OF INNOVATION .................................................. 193.1 User’s roles in the innovation process.........................................................19

3.1.1 The imagined user.............................................................................203.1.2 The emerging user ............................................................................ 213.1.3 The creative user...............................................................................22

3.2 Social construction of technology ............................................................. 253.2.1 Relevant social groups......................................................................263.2.2 Interpretative flexibility ...................................................................283.2.3 Closure and stabilization .................................................................293.2.4 Technological Frame........................................................................29

4 THEORETICAL RESEARCH FRAMEWORK........................................30

5 EMPIRICAL RESEARCH PLAN ...........................................................335.1 Research methods ....................................................................................... 335.2 Conducting the research............................................................................. 35

6 THE SOCIOTECHNICAL CHANGE OF THE NOKIA 770 INTERNET TABLET ................................................................................................406.1 Nokia and the challenges of open source Internet Tablet..........................40

6.1.1 The software challenge .....................................................................426.1.2 The operator challenge.....................................................................456.1.3 The market challenge .......................................................................46

6.2 The birth of the product ............................................................................. 486.3 Non-users’ problems towards the product ................................................ 526.4 Hacking the Nokia 770 Internet Tablet ..................................................... 556.5 Developing the concept of hacker-hobbyism............................................. 64

7 CONCLUSIONS ...................................................................................687.1 Limitations and further research suggestions............................................ 707.2 Managerial implications ............................................................................. 72

References............................................................................................. 75

Page 5: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

5

1 INTRODUCTION

1.1 ”If it’s not hackable, it’s useless…”

Diffusion and domestication of personal computers and digital tools has

democratized creativity. Users of products and services - both firms and individual

consumers - are increasingly able to innovate for themselves (von Hippel 2005).

Enthusiast hobbyists are constantly customizing, exploring and altering

technological products. The internet is now full of communities of user innovators

sharing the methods and the results of their creativity freely with everyone.

Studies (von Hippel 1986, 1998, 2005, Jeppesen 2005, Jeppesen & Molin 2005,

Jeppesen & Fredrikson 2005) show that companies are taking a growing interest in

harnessing and engaging creative consumers in order to produce commercially

attractive innovations. In many cases companies have substantially profited from

the inventions and solutions created by hobbyists. According to the same academic

literature, it might seem that this form of innovation is the dream of every

manufacturing organization in the fast changing world of high technology and short

product life cycles - an innovative and outsourced R&D organization of hundreds or

even thousands of volunteers improving products and constantly creating new

innovations.

The problem is that not all user innovators want to maintain or facilitate the business

models that companies have devised to profit from. Revenue models and intellectual

property rights are usually ignored when a particular user innovator group, hackers,

began to re-invent products to function beyond their original specifications. Popular

consumer technologies, or more specifically, technologies that have become popular

have been desirable targets for hackers in the early stages of their lifecycle. Apple’s

iPod was a popular hacking platform when it was first introduced to the market, and

it was hackers who first implemented disruptive functionalities, such as Microsoft

Windows compatibility, when the product officially supported only Apple’s own

operating system (Kahney 2005, 73). Sony’s Playstation Portable (PSP) gaming

device was hacked to function as a web-browser and an emulator for old console

games long before Sony officially released the updates to enable web surfing and

game emulation on the device. These disruptive ”homebrew” functionalities that

Page 6: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

6

were first implemented by hackers have since become standard features on their

respective technologies and are now part of the revenue model for the iPod and the

PSP. Whether by accident or intention, the official product development of these

highly successful products followed the path that was first taken by hackers who

refused to accept the limited functionality given by the manufacturer.

Moreover, ’’hackability’’ or the ability to reinvent products has become a major

dimension of the desirability of technology. Examples of this can be seen as

technology enthusiasts speculate on upcoming products on the internet. As one

anonymous user stated in a online discussion forum analyzing his interest towards

an upcoming product ”…if it’s not hackable, it’s useless.” Companies have now

started to listen to the voices of the underground: the director of design strategy at

Nokia, Marko Ahtisaari, turns this phenomenon into a design challenge in his public

weblog by asking “How do we design for everyday hackability?” (Blogging over Las

Vegas 2005)

Manufacturers of technology have chosen very different strategies towards the user

driven hacking phenomenon. For instance, after one hacker developed and

distributed free software that allowed the robot dog Aibo to perform break-dance

moves, manufacturer Sony Corporation responded with the threat of legal action

(Mollick 2005). On the other hand, the use of open source software has recently

created a new wave of user innovation activity. Mobile communications house Nokia

has recently launched their first open source based product, the 770 Internet Tablet,

which means that anyone who is willing and able to develop further product

functionalities can do so thanks to its open software architecture. Since the product

is now shaped by a collaboration of users and the manufacturer, the interaction

between these user innovators and the manufacturer continuously shapes the

product creating new challenges and possibilities for Nokia, while at the same time

this opens up an interesting research subject in the field that combines new product

development with technology and innovation studies.

With all the actions manufacturers are now taking to facilitate, stop, or adapt the

work of hackers, the culture of consumption as well as the methods of development

of consumer technology is changing. The dialogue between hackers and

manufacturers is shaping technology and the way that desirable new consumer

Page 7: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

7

products are being developed and consumed. My thesis is a study of this

contemporary sociotechnical change.

1.2 Objectives of the study

This thesis is about new product development. Within the field of new product

development, the main interest lies in users and user driven innovations.

The main objective of this thesis is:

To examine the role of particular user innovators – hackers - in the

development process of a new consumer product, the Nokia 770

Internet Tablet

The sub-goals of the main research problem are:

To understand hackers and hacking as a consumer subculture

To examine how hackers’ knowledge, insights, and innovations shape

a product after its market launch; and

To understand how a technological artefact evolves in alternation,

variation, and selection between different social groups

In the theoretical part of this thesis, I will attempt to make sense of the role of user

innovators and the specific representation of hackers, in the development of new

products. Upon completion of the theoretical section of this paper, I will construct a

theoretical frame to be used in the empirical part.

It was a commonly held view among the product developers and managers who were

working for Nokia that open source software will possibly be used in all the products

that Nokia makes in the future. The open source software movement has close

linkages to hacker culture so the aim of this study is to bring in the cultural

perspective of product development. This is done by studying the connections

between economics and culture and how these connections and meanings are tied to

technology and its social construction as in a form of a material artefact brought to

the marketplace.

Page 8: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

8

As a result of my study, a new concept “hacker-hobbyism” is proposed to describe

how knowledge, insights and innovations from users following hacker culture

affected the functionalities of the Nokia 770 Internet Tablet, and how due to its

“hackability” the product was seen as desirable and “working”. I will also attempt to

generalize my findings beyond the particular artefact studied in this thesis and

propose how hacker-hobbyism can create a “user driven creative destruction”. This

activity can then be used as a resource to give new insights and innovations for

product development and possibly even create new revenue models for companies

that are resourceful enough to pay attention to hackers and their underground

innovation activity.

1.3 Structure of the study

This thesis begins at the same point as successful product development; product

developers draft the products of the future for imaginary consumers and as a result

their way of representing the end-user is the key to their success (Kotro & Pantzar

2002). The second chapter starts to construct a representation of a hacker, the main

actor followed in this study. This representation is formulated through the story of

the birth of personal computers and by reviewing the culture and work ethics that

hackers follow. At the end of the chapter hackers are categorized further by their

ability to innovate in two different dimensions of technology; applications and

platforms.

The third chapter places the user in an active role in the innovation process and

further places this interaction into a larger sociotechnical framework. The users who

are at the leading edge of change are the source of the majority of all commercial

innovations, especially in the field of high-technology (Hippel 1986, 2005). The way

that this “hobbyist knowledge” from the users enters the product development stage

and finally into a new product is a complex social and cultural learning process

(Kotro 2005). The process of innovation does not however end when the new

product is launched and brought to the marketplace (Akrich 1995). It’s often the

innovative consumers who determine and define the uses for the technology,

assuring that successful diffusion and domestication are made possible (Pantzar

Page 9: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

9

1996). This approach to explaining the success of artifacts, as in new products or

technologies, follows the theory of sociotechnical change of technology:

(…) for the theory of technology, “working” of a machine should be the

explanandum, not the explanans. The “working” of a machine is not an

intrinsic property of the artifact, explaining its success; rather it should

figure as a result of the machine’s success. (Bijker 1995, 14)

In the fourth chapter the theoretical framework of this thesis is presented using the

framework adapted from the theory of social construction of technology developed

by Pinch and Bijker (1984).

The fifth chapter presents the empirical research plan used in this thesis. The author

worked as a graduate trainee in open source product management inside Nokia

Multimedia organization between 17.5.2006 – 28.09.2006, while at the same time

preparing a rich case study of the research subject, the 770 Internet Tablet. Before

joining the product development team for the Nokia 770 Internet Tablet, three

interviews were made with the director of open source platform, a senior R&D

manager and product program manager, all of whom were part of the team

developing the Nokia 770 Internet Tablet. While working at Nokia on the product

management team more interviews were made with managers inside Nokia and

users outside Nokia. Also, on-line communities, weblogs and discussion boards

where users and non-users “spoke up” about the Nokia 770 Internet Tablet were

followed during the period of time when this thesis was developed.

The sixth chapter begins the empirical part of this thesis, which is a case study of the

development process of the Nokia 770 Internet Tablet. The distinctive feature of this

product is that after its market launch, its development is continued through

collaboration between users and the manufacturer, which will be the first time that

Nokia has used this kind of “open source” development model on any of its released

products. At the end of the sixth chapter, I will present a model of the social

construction of the Nokia 770 Internet Tablet based on the findings from the

interviews and observations made while working for Nokia.

Page 10: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

10

Finally, the seventh chapter brings together the theory and the empirical part of this

thesis to form a conclusion on how technological, cultural and social dimensions met

in this thesis. In the seventh chapter also limitations and further research

suggestions and presented along with the managerial implications.

1.4 Terminology

This section reviews the central terminology used in this thesis.

Domestication of technology: How an artifact takes different shapes during its

lifecycle (Pantzar 1996, 53).

Innovation: In general, an idea, process or tool which has some level of newness to

one who adapts it (Rogers 1983). Innovation can also be divided to technological-,

economical- and organizational innovation as Schumpeter (1934). Innovation can

be also characterized by its impact on existing markets or businesses. Disruptive

innovation significantly changes a market or a product category while sustaining

innovation allows organization to continue to approach the markets in a same way

(Christensen 1997)

Re-invention: Degree to which an innovation is changed or modified by a user in the

process of its adoption or implementation. (Rogers and Rice 1980, 500-501)

Hacker: 1. A person who enjoys exploring the details of programmable systems and

how to stretch their capabilities, as opposed to most users, who prefer to learn only

the minimum necessary. 2. One who programs enthusiastically (even obsessively) or

who enjoys programming rather than just theorizing about programming. 3. A

person capable of appreciating hack value. 4. A person who is good at programming

quickly. 5. An expert at a particular program, or one who frequently does work using

it or on it; as in `a Unix hacker'. (Definitions 1 through 5 are correlated, and people

who fit them congregate.) 6. An expert or enthusiast of any kind. 7. One who enjoys

the intellectual challenge of creatively overcoming or circumventing limitations. 8. A

malicious meddler who tries to discover sensitive information by poking around.

Page 11: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

11

Hence “password hacker”, “network hacker”, the correct term for this sense is

cracker. (The Jargon File 2003)

Homebrew: Software that is done without official approvement of the system that it

has been made for. (Homebrew

Open source software: Software that is made freely available to all and can be

further developed by anyone. Well know examples of open source software is the

GNU (Gnu Not Unix)/Linux operating system (Hippel and Krogh, 2003, 209)

2. REPRESENTATION OF THE HACKER

The creation of successful artifacts depends on the ability of innovators to generate

user representations and integrate them into their designs (Akrich 1995, 169). The

aim of this chapter is to introduce and understand better the innovative users

followed in this study, known as hackers, and demonstrate how their innovations

and insights are represented in personal technology. In order to demonstrate this,

the history and culture of hackers and personal computers are examined and finally a

model to categorize hacker’s innovativeness with technology is presented.

2.1 Hackers and the history of computer technology

Hacker is a term for a person that is usually associated with computer criminality in

the popular media. However, in the counter-culture context, the term hacker refers

to a pioneer or to an underground hero that explores alternative uses for technology.

(Levy 1984)

The creation of the modern microcomputer can be seen either as a routine process of

linear technological innovation or as a product of social vision of democratic

technology. Linear history suggests that the invention of the microprocessor at the

Intel Corporation in 1971 was the key invention for the development of

microcomputer technology but the other one is based on a socially determined

Page 12: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

12

representation of innovators – the hackers – led by their ideology (Bardini et all 1995,

41).

The term “computer hacker” along with the idea of personal computers that could be

used and configured by users originated in the 1960’s in the Massachusetts Institute

of Technology. A group of young researchers who were interested in computer

technology and wanted direct access to operate computers, that at that time

consisted of room sized computer mainframes that were operated by special group of

people called operators. The actual users or programmers were not even allowed to

touch the computers. (Himanen 2001, 159)

This resistance to the mainframe approach and group of computer “operators” was

the start of the personal use of computers. In the late 1970’s the corporations that

manufactured mainframe computers saw the personal use of computers merely as a

meaningless detour in computer technology. Ken Olsen, the chairman of the Digital

Equipment corporation said in 1977 “No one wants a computer at their house”

(Gatlin 1999, 39). The personal computer appeared as a revolutionary rupture in

computer technology history, made possible by the new actor, the hacker, who used

technology as a means to personal expression and social autonomy (Bardini et all

1995).

The first commercial personal computer that was usable to non-engineers, the Apple

1, was built in 1976 by Steven Wozniack, a 25 year old computer hobbyist and a self-

reclaimed hacker and member of the ”homebrew computer club” in San Fransisco.

Unlike other hobbyist computers of its day, which were sold as kits, the Apple I was a

fully-assembled circuit board. Followed by the success of Apple 1, the Apple 2 was a

complete personal computer set, the first computer that was ready to be used out-of-

the-box (Himanen 2001, 160). After the success of the Apple 2 in 1977 other personal

computers began to appear on the market. The US based electronics chain Radio

Shack introduced the TRS-80 model in 1977. Lindsay (2003, 35) stated that the

envisioned users of the TRS-80 were also members of the early hacking culture –

people who had not only an interest in technology, but also skills and knowledge to

construct their own machines.

Page 13: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

13

Unlike today, in the early days of computers, an operating system and other

commercial “packaged” software applications were a rarity. Much of the software

development in the 1960’s and 1970’s was carried out in academic and corporate

laboratories by scientists and engineers. These individuals found it a normal part of

their research culture to freely give and exchange software they had written, to

modify and build upon each other’s software both individually and collaboratively,

and to freely give out their modifications in turn. (Hippel and Krogh, 2003, 209)

As researchers that were coding software started to also work for commercial

purposes the culture of freely revealing the source codes of computer programs

started to quickly vanish. Opposing this development, a young researcher named

Richard Stallman developed the free software licenses and the GNU operating

system which later on gave birth to the open source software movement and Linux

operating system. (Williams 2002)

The best know open source software project today, the Linux operating system, was

originally created by a university student and a coder hobbyist, Linus Torvalds.

Torvalds uploaded the first early and incomplete version of his Unix based operating

system Linux to an electronic bulletin board in 1991 and asked for help from other

hobbyists to improve it’s functionalities. Since then Linux has grown into a huge

worldwide success and to a flagship of hacker culture, opposing commercial software

and promoting hackers innovative culture. (Hippel and Krogh, 2003)

Raymond (1999) emphasizes that the most important feature of the success of Linux

was not technical but sociological. Until the development of Linux, everyone believed

that any software as complex as an operating system had to be developed in a

carefully coordinated way by a relatively small, tightly-knit group of people. After the

success of Linux these attitudes changed, creating a new boom of open source

software development projects all over the internet to oppose proprietary software

and to promote the culture of hackers. Today, "the hacker community" and "open-

source developers" are two descriptions for what is essentially the same culture and

population (Raymond 2001). The majority of open source developers state that the

hacker community is a primary source of their identity and this aspect of their

Page 14: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

14

community is big part of their motivation in participating in open source projects

(Lakhani 2005, 12).

2.2 Hacker Culture

While the history of computer technology provides a good foundation from which to

understand hackers, they cannot be understood solely in terms of technology which

they are intervened (Thomas 2002). In this section of this thesis the culture of the

hackers is studied further.

The whole culture of hackers is based on a special “hacker ethic” which is a set of

concepts, beliefs, and morals that came out of a symbiotic relationship between the

hackers and their machines. According to Levy (1984) the principles of the “hacker

ethic” are:

Access to computers should be unlimited and total. All information should be free. Mistrust authority—promote decentralization. Hackers should be judged only by their hacking skills You can create art and beauty on a computer. Computers can change your life for the better.

Thomas (2002) argues in his study of hacker culture that hackers and hacking are

also much more about a set of social and cultural relations, and also the ways in

which the image of the hacker has been crafted, redefined and used as a symbol in

popular culture to understand technology and give a face or image to the fears and

hopes, uncertainties and beliefs that accompany technological change.

Linus Torvalds, the programmer of the original Linux operating system and a

respected hacker himself defined the culture of hacking further when saying that a

hacker is not someone who uses computers and computer related skills only to

survive or to earn money, instead computer hackers are driven by two higher motives,

social and entertaining (Himanen 2002, 15).

Page 15: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

15

First, a hacker uses a computer as a social tool where communication through

discussion groups and chat rooms create communities where ideas, solutions and

best practices circle from one peer to another. The social status and order of a hacker

in the community is determined by his/her ability to create code and new programs

that work well to serve its purpose (Mayer 1989). Highly skilled and innovative

programmer hackers are sometimes referred as “Elite”. Some hackers have created

toolkits, scripts or patches for others to easily perform hacks and modifications to

readymade software like computer games (Schleiner 2002). In hacking slang, the

users who don’t have the ability to create novel computer code but use ready made

tools or action scripts to perform “hacks” are known as “script-kiddies” (Mollick

2005).

Secondly, technology itself, as in the form of a computer, represents entertainment

for hackers. Existing games and other forms of digital entertainment are merely

extensions of that fun. In the very heart of hacking is one’s ability to create

something new and unique and to share it with others. (Himanen 2002, 15)

Reflecting this view on hacking, entertainment and technology, it does not come as a

surprise that Spacewar, the first computer game ever was originally a “hack” as in a

clever program developed by a hacker, Steve “Slug” Russell at the Massachusetts

Institute of Technology in 1961 (Haddon 2002, 58).

The first “hacks” were in fact simple computer games made by students to entertain

themselves and their peers. One important fact of this entertainment was also the

chance to show off with one’s coding skills. In the hacking spirit, early computers

were treated as entertaining toys, rather than scientific tools (Haddon 2002, 58).

Thomas (2002) argues in his study of hacker culture that by the late 1980s, hacking

had undergone a critical cultural transformation. As computers and information

technology became increasingly ubiquitous, centralized, and seemingly beyond

society’s ability to understand or control, the hacker assumed symbolic significance:

mysterious, dangerous, the embodiment of contemporary anxieties about technology.

In this new vision, hackers were no longer seen as guardians or innovators but as

criminals. This notion of cultural transformation serves as a good introduction to the

Page 16: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

16

next chapter where hackers are categorized further on their ability to innovate and

their motives to do so.

2.3 Categorizing hackers

Hackers can be categorized in many different ways, including motivation, the

communities they work in, and what is most relevant to this thesis, by their ability to

innovate. This section reviews the way hackers have been categorized and then a

matrix is formulated in order to better understand their innovativeness.

According to the Jargon File (2003) , which is a file used to store the language and

culture of hackers, the often loaded term "hacking" refers to Grey Hat hacking, which

is generally understood to be any sort of technological utilization or manipulation of

technology which goes above and beyond the capabilities inherent to the design of a

given application. This usage attempts to maintain neutrality, as opposed to the

politically charged and often contentious terms White Hat hacking, which is

designated as "hacking" motivated exclusively by good intentions (e.g. enhancing the

performance of a device or exposing the vulnerabilities of a security system for the

benefit of the system administrator), or Black Hat hacking, which is designated as

"hacking" motivated exclusively by bad or selfish intentions (e.g. stealing useful

information or exacting technological revenge through sabotage). The usual divide

between illegal and legal hacking is made between “white hat hackers” and “black hat

hackers” (2006: The hacker Quarterly). According to the Jargon File (2006) these

terms derive from the dress code of formulaic Westerns, in which the bad guys wore

black hats and the good guys white ones.

Hackers also differ depending on their hacking skills. In the figure 1 I have combined

descriptions of hackers’ inventiveness from various sources.

Page 17: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

17

Figure 1: Defining the dimensions of hackers inventiveness

First, hackers are seen to represent innovativeness with technology on two different

dimensions, software and hardware. Software hackers are highly skilled

programmers while hardware hackers are hardware modifiers. This divide

incorporates two dimension into the matrix, inventiveness related to the platform /

hardware and inventiveness related to the applications / software.

“Script Kiddies” and “Wannabe hackers” are at the lowest level of the hacker social

order (Mayer 1989). While they are not skillful enough to innovate themselves, they

use tools provided by other more skilled hackers. The term script kiddy has typically

referred to a malicious hacker, or a wannabe cracker who forces their way into

computer systems (Mollick 2002; Know Your Enemy 2000). Raymond (2001) adds

Higher

“Elite Hacker”

Ability to re-invent and expand a devices capability to perform outside of manufacturer’s technical or legal specifications

How: Re-writing and reverse engineering firmware, device drivers and circuit level code

“Programmer / Coder”

Ability to create new computer code and programs rapidly and expertly

How: Creating programs for personal and public use.

“Modder”

Ability to create technical and aesthetical modifications to products enabling added functionality and looks

How: adding memory, storage, LED’s, stickers, general accessorizing

“Script Kiddy / Wannabe”

Use of ready-made tools like toolkits and action scripts to modify programs or devices functionality

How: using toolkits and action scripts to create extensions or added functionality

Higher

Lower

Inventiveness related to the applications / software

Inventivenessrelated to the

platform / hardware

Page 18: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

18

that the highly derogatory term “Script kiddies” is often used to indicate those who

either claim to have far more skill than they actually have, or who exclusively use

programs developed by others to achieve a successful security exploit. Voiskounsky &

Smyslova (2003 ,178) stated that when a inexperienced hacker increases his/hers

own hacking challenge he becomes a wannabe hacker whose rewards are getting

noticed by other more skilled hackers.

“Programmer / Coder” refers to a hacker that has expertise in writing computer code

rapidly and expertly. According to the Jargon File (2003) , a hacker is a person who

is good at programming quickly. Raymond (2001) writes in his essay “How To

Become A Hacker” that learning to program is the fundamental hacking skill and

further, in order to gain more status and reputation as a hacker, one has to

specifically write open source software.

Another type of hacker is one who creates novel hardware modifications, “a modder”.

At the most basic end of this spectrum are those who make frequent changes to the

hardware in their computers using standard components, or make semi-cosmetic

themed modifications to the appearance of the machine. This type of Hacker modifes

his/her computer for performance needs and/or aesthetics. These changes often

include adding memory, storage or LEDs and cold cathode tubes for light effects.

(Hardware hacker 2006)

“Elite Hacker” is a term that refers to someone who has the ability to write circuit-

level code, device drivers, firmware, and low-level networking, and uses these

techniques to make devices do things outside of their specifications. Elite Hackers

are typically in very high regard among hacker communities. This is primarily due to

the enormous difficulty, complexity and specialized domain knowledge required for

this type of work, as well as the electrical engineering expertise that plays a large role.

Such hackers are rare, and almost always considered to be “wizards” or “gurus” of a

very high degree. (Hacker 2006)

It has to be noted that the matrix presented here is a simplification. As a simplified

model it helps to understand different dimensions of hackers’ innovativeness

towards technology but the model also has its limitations. The definitions presented

Page 19: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

19

in the matrix are flexible and overlapping. The important thing to realize is that the

term “hacker” can be used to represent a wide array of users and innovations.

3 SOCIAL SHAPING OF INNOVATION

This chapter places users in an active role in the innovation process and new product

development. The interaction between users and producers is then placed into a

larger sociotechnical framework within the theory of the social construction of

technology. The aim of this chapter is to help understand what roles users have in the

innovation process and how technology is socially and culturally constructed.

3.1 User’s roles in the innovation process

In the 1980’s and 1990’s the old view of users as passive consumers was largely

replaced in some areas of technology studies, along with the linear model of

technological innovation and diffusion (Oudshoorn and Pinch 2003, 3). In the linear

diffusion models the users role was to passively adopt new technologies while

innovation was restricted to research and development and stopped when the

product left the laboratory (Williams et all. 2005, 53). Later on, this way of

downplaying the role of users led to technological determinism which has been

largely criticized in science and technology studies (Merrit & Marx 1994).

By bringing in social and cultural factors to the innovation process in product

development one can acquire a richer view of the roles of the user. This why the

classical linear product development processes (e.g. Ulrich and Eppinger 1995) are

not discussed here further. Moisander (2005) describes the cultural approach to

product development as a view that emphasizes the users role in the innovation

process, as it implies that the only way to understand consuming and producing is to

see it as a dynamic process between consumers and producers where ideas and

culturally shared representations materialize in to cultural artifacts.

The innovation process in which the user’s role is defined in this chapter consists of

three phases. The first phase is where product developers create new products, the

Page 20: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

20

second is bringing the new product to the marketplace and the third is creating

something new based on the experiences and knowledge acquired from users in the

marketplace. In each of these stages users have a different and important role. With

the help of these three different phases I have also divided the roles of the users into

three: the imagined user at the development stage prior to the market introduction,

the emerging user after the market introduction and the creative user in the stage

where new knowledge is created by the users that is then used as input for new

innovations.

The following sub-chapters will go through the relevant theories about the user’s role

in each of these stages.

3.1.1 The imagined user

Before new innovations as in new products, services or technologies can enter into

existence, an imagined user is created by the innovator and incorporated in to the

design of the innovation (Akrich 1995).

According to Akrich (1995) there are two ways, explicit and implicit, that innovators

create imagined user representations. Explicit techniques are often “legitimized” in a

corporate environment and rely on market surveys, consumer testing and feedback

on experience. However, all of these methods they have weaknesses when put in use.

Market surveys may be used to identify potential buyers or add sales arguments but

they have very little to do with design and development of the actual product and

they can be used merely to convince company management about a need to build up

a project. Trott (2001) follows this view and states that market research should be

used as a method that helps the decision process, not as a tool that provides

managerial solutions. Akrich (1995, 172) argues that consumer testing is used to

minimize the number of dissatisfied users while assuming the existence of an average

standard of taste and the feedback on experience is usually filtered twice, first by the

users themselves who pass only remarks that they think are relevant with the system

itself or with its agents; and then by the latter for similar reasons.

Akrich (1995) continues that the less “legitimized” but in fact dominating implicit

techniques actually address real users but rely on spokespersons of three general

Page 21: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

21

types: self-experience, expert consultants and other products. Other products can be

used as a reference of benchmarking while the outside “experts” can be used as

consultants to bring in the experience of users. Self-experience is when a designer

takes the role of the user by replacing his professional self with a layman; this

typically occurs when there is no other available mean of bringing in the end user.

Akrich calls this method the “I”.

Kotro (2005) built up from the concept of the “I” and proposed “hobbyism” and

“hobbyist knowledge” to describe how insights, values and ideals from hobbyist

communities were transferred to actual products through product development in

the Suunto corporation. While Akrich (1995, 173) noted that the “I” was coined when

the product developer or designer took the “hat” of a layman, hobbyist knowledge

was created when product developers and marketers were participating and learning

extreme sports “in situ” and took the knowledge and insights with them back to

inside the organizational frame of the manufacturer.

3.1.2 The emerging user

As real users encounter the new products brought to the market and apply them in

practice, they also transform their own lives accordingly, in the direction pointed by

the products (Pantzar 2000, 3).

New consuming practices emerge from new products and these practices and their

consequences are not always predictable by the innovator. The bicycle for example,

became a source for women’s emancipation, as the skirt was impracticable to ride a

bike with (Bijker 1995). Thomas Edison, who invented the early phonograph never

imagined ordinary people as its users because the machine was to be used as a

business dictating machine (Carlsson 1999, 182). As seen above, the consuming

practices that are born along with products may or may not be in line with

manufacturers views of correct consumption.

When the personal computer started to domesticate in the 1970’s it created a set of

“appropriate” and “inappropriate” uses connected to the ideals mainly around

gender and family (Reed 2000). It was acceptable for boys to be interested in

Page 22: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

22

computer technology while storing cooking recipes was almost the only appropriate

use of computers for housewifes. As home computers and computer networks further

domesticated into homes, they created entire consumer counter-cultures around

services like Napster as it introduced a new technology to get music from other

people through the Internet (Desmond et al. 2000, 266). As Williams et al. (2005,

57) sum up, domestication refers to ways in which an artefacts technical capabilities

are explored, meanings attributed and practices developed as artefacts are integrated

into local social settings.

When products domesticate in the marketplace after their market introduction the

users’ role also goes through a transformation. Pantzar (1996, 2000, 2003) studied

the histories of several emerging product technologies and concluded that a product

has never been “ready” when it is brought to the marketplace in either its technical or

social aspects. As novel products domesticate after they are brought to the markets

the users and their motives for product choice, along with the function of the product,

are transformed in the course of this domestication lifecycle. According to the studies

of Pantzar (1996) the changing relationship of the consumer to a new commodity can

be seen as a three stage process in what he calls consumption as “play”, then as

“work” and finally “art”, where in the final “art” phase consumption becomes critical

and creative. In the next section, this creativity related to consumers is studied

further.

3.1.3 The creative user

While imagined users are represented in the product designs and new users emerge

as new products domesticate in the marketplace, users can also provide creative and

resourceful inputs for new product innovations. According to von Hippel (2005, 19)

the idea that manufacturers, not users, develop novel product innovations is

ingrained in both traditional expectations and scholarship. In many cases however,

the user becomes a manufacturer to fulfill one’s own needs for customized products.

Von Hippel (2005, 22) argues that the major finding of empirical research into

innovation by users is that the most commercially attractive user-developed products

and product modifications are developed by users with “lead user” characteristics.

Page 23: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

23

According to von Hippel (1986), lead users are defined as members of a user

population having two distinguishing characteristics: 1. they anticipate relatively

high benefits from obtaining a solution for their needs and 2. they are at the leading

edge of an important market trend(s), and so are currently experiencing needs that

will later be experienced by many users in that market.

The idea that a group of users is ahead of market trends and is experiencing needs

that will later be experienced by many in the marketplace is well known in the course

of linear innovation diffusion studies. Rogers (1962) divided users in different

adopter categories according to their ability and willingness to adopt new products or

ideas. Potential users could be categorized as innovators, early adopters, early

majority, late majority and laggards based on their ability to adopt innovations.

Innovators were the first to adapt new inventions and in some cases they also had the

ability to innovate themselves. Rogers and Rice (1980, 500-501) further defined re-

inventions as a degree to which an innovation is changed or modified by a user in the

process of it’s adoption or implementation, but did not specify further the role of re-

inventions in the diffusion process of innovations. Flecks’s (1988) concept of

innofusion - as in innovation in diffusion - contested the linear views of diffusion and

argued that the process of innovation continued as artefacts were brought to the

marketplace, but his studies were limited to industrial products while ignoring users

as in individual consumers.

Du Gay (1997) stated that consumer practices also create input for producers and

manufacturers. This is done in an ongoing cycle of commodification – where

producers make new products or new versions of old products as a result of

consumers’ activities – and appropriation – where consumers make those products

meaningful. Sometimes this creates a new ”register” of meaning for artefact that

affect production in some way. In this sense, the meanings that products have are

constructed in this process of dialogue between production and consumption. (du

Gay 1997, 103). Each new consumer technology, in other words, both sustains

culture and produces or reproduces cultures creating what du Gay (1997, 23) calls a

circuit of culture illustrated in the figure 2.

Page 24: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

24

Shove and Pantzar (2005, 60) argued that the concept of re-invention can also be

cultural and it is highly useful when studying successive emerging practices.

Practices require continual reproduction since the companies can make consumer

artifacts such as Nordic walking sticks, but in contrast they can’t make the practice of

consuming happen.

Akrich (1992) named consuming practices as “scripts”. She emphasized that as

designers and product developers “inscribe” their visions of the future users in the

technical content of the new object create a “script” for consumption but it’s often the

innovative consumer who determines or defines the transcripts for new commodities,

which then become established. Pantzar (2003) further stated that scripts can be

divided into “open” and “closed” according to their tolerance to be challenged by

users. The washing machine for example was characterized from the start by a

closed script which restricted any consumer interventions in the product where

advisory organizations together with manufacturers, advertisers and the press

established “almost a national guideline for the usage, placement and appearance of

washing machines” (Pantzar 1996, 91).

As seen throughout this chapter, users, whether as in imagined representations,

emerging through domestication processes or as part of the creation of new

identity regulation

representation

consumption production

Figure 2: The circle of culture Source: du Gay 1997, 23

Page 25: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

25

innovations, play an important part in the innovation process. The next chapter

proves that users are also powerful actors in technological change. Each new

technology has a particular set of practices associated with it – a way of using them, a

set of knowledge, or know-how, that is sometimes called a social technology (du Gay

1997, 23). In the next chapter the importance of this social aspect of technology is

studied further.

3.2 Social construction of technology

One of the first approaches to draw deep understanding to users and also non-users

in technological change was the model of social construction of technology

(Oudshoorn and Pinch 2003, 3).

Social construction of technology (SCOT) is an approach to technology studies by

Pinch and Bijker (1984) which was created to describe the dynamic development

process of technological artefacts where users are the agents for technological change.

The main emphasis in this model is the social aspect of the development process so

that technological artefacts are constructed and ultimately assembled between

different social groups. According to Pinch and Bijker (1995) the advantage of SCOT

over the other models of technological development is that it combines the

technological and non-technological aspects of the artefacts development process.

According to the SCOT methodology, different social groups can construct radically

different meanings of technology. Bijker (1995, 50) for example illustrated the

development of the current design of “modern” bicycles “through the eyes” of the

members of relevant social groups of users and non-users of different bicycle designs

in history. One design that had a big front wheel, called the Ordinary bicycle, was

“non-working” for elderly people but for young athletic men it was “working”.

Different social groups constructed radically different meanings for the Ordinary as

each social group had different problems with the artifact. With this, Bijker (1995,

52) wanted to emphasize that artifacts have a fluid and ever changing character. Each

problem and each solution, as soon as they are perceived by a relevant social group,

changes the artifacts meaning, whether a solution to those problems is implemented

or not.

Page 26: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

26

The changing meaning of an artifact came to be known as technology’s interpretative

flexibility. Bijker (1995, 75) deconstructed the Ordinary bicycle into different artifacts

and argued that it was a “macho bicycle” or an “unsafe bicycle” depending on the

social group evaluating the artifact. The “working” and “unworking” of an artifact

was then a socially and culturally constructed assessment, rather than being based

on intrinsic properties of the artifact. One artifact comprises different socially

constructed artifacts, some of which may be “working” while others are “non-

working”.

Pinch and Bijker (1995) stated further that the technologies that fail have to be taken

into account when analyzing the development of an artefact so that the level of

analysis would be symmetrical. When only winning products and artefacts are taken

into account in the history of technology, the level of analysis is asymmetrical and

can lead to implicit adoption of a linear technological development also known as

technological determinism.

Pinch and Kline (1996, 774–775) elaborated on the original SCOT model by pointing

out that the way a product is interpreted is not restricted to the design stage of a

technology, but can also continue during the product’s use. They illustrated this

point with the case of the automobile and how manufacturers adopted some of the

rural users’ innovations, generally after a lag. For example, a car that could also serve

as a small truck was first re-engineered by some farmers and eventually offered as a

commercial product by manufacturers.

In the next sub-chapters, the components of the SCOT-model will be reviewed along

with some examples. These elements are then used to build up my theoretical

research framework in chapter 4.

3.2.1 Relevant social groups

To understand the development of technology as a social process, it is crucial to take

the artifacts as they are viewed by the relevant social groups (Bijker 1995, 49).

Relevant social groups consist of heterogeneous groups of people that have similar

Page 27: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

27

Social group

Social group

Social group

Artefact

Problem

Problem

Problem

Problem

Social group

Figure 4: Artifacts are described by focusing on the problems perceived by the relevant social groups

Source: Bijker (1995, 51)

views of the technology that they have feelings towards. The way that relevant social

groups can be identified and described is by “rolling the snowball” and then by

“following the actor” (Ibid. 46).

By “rolling a snowball”, Bijker (1995, 46) identified social groups that were relevant

with respect to the specific artefact, the bicycle, by noting all social groups mentioned

in relation to that artifact in historical documents. By using the snowball technique

the first list of relevant social groups could then be made. When after some time the

researcher does not find reference to new groups, it is clear that all relevant social

groups have been identified. Using this as a starting point, the researcher can then

“follow the actor” to learn more details about the identified social groups and

delineate them from other relevant social groups.

Figure 3: Related to an artifact, the relevant social groups are identified. Source: Bijker (1995, 47)

Page 28: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

28

Problem

Solution

Solution Solution

Solution

After identifying relevant social groups, the focus turns to the problems and solutions

related to the artifact. Bijker (1995, 50-51) argues that there are two reasons why this

has to be done. First, it helps to avoid implicit linearity in technological development

where, for example, one artefact can be said to represent the “first modern bicycle”

where the problems and solutions and the impact of other bicycle designs are ignored

as they are retrospectively seen to have failed. Secondly, the variation and selection

on the levels of problems and solutions can help to cast an evolutionary model. When

the relevant social groups see a variety of problems, a new variety of solutions are

then generated and some of these solutions are selected to yield new artifacts (Bijker

1995, 51).

3.2.2 Interpretative flexibility

According to the social-constructivist view technological artefacts are culturally

constructed and interpreted: in other words, the interpretative flexibility of a

technological artifact must be shown in order to build a social construction. This can

be done by showing how, for different social groups, the artifact presents itself as

essentially different artifacts. (Bijker 1995, 76)

Bijker (1995, 75) demonstrated how the early bicycle was seen as different artifact

based on different social groups evaluating it and its uses. The young athletic users

saw the big-wheeled bicycle differently as elderly men and other users. This way the

big front-wheeled bicycle was deconstructed to two different artifacts. It was an

Figure 5: The solutions are described that are seen as available to each of the perceived problems

Source: Bijker (1995, 52)

Page 29: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

29

Unsafe Bicycle for elderly men and to non-users and a Macho Bicycle for athletic

young men. This difference in how these social groups saw one artefact allowed for

an explanation that for the “working” and “non-working” of technology there was no

universal culture-independent criterion.

3.2.3 Closure and stabilization

Closure, in the analysis of technology, means that the interpretative flexibility of an

artifact diminishes. Consensus among the different relevant social groups about the

dominant meaning of an artifact emerges (Bijker 1995, 86).

History offers many examples of the closure and the stabilization of technology. The

way that the QWERTY-keyboard layout for computers stabilized is an illustrative

example. The QWERTY-layout was first used when commercial typewriters emerged

and was specifically made to keep the typing speed low to keep the most used

alphabets as far away from each other as possible (Perdue 1994). As this type of

keyboard layout became widespread by typewriter manufacturers the users had to

adapt to it. This kind of closure did lead to a decrease of interpretative flexibility –

one design, the QWERTY keyboard lay-out, became dominant and others for the

most part ceased to exist.

Bijker (1995, 84) describes in his study of the development of the bicycle how for

example the air tire and “safety ordinary” reached closure as one group of users saw

the earlier designs too dangerous and hard to use. As part of the same movement,

the dominant artifact developed as an increasing stabilization among the relevant

social groups other than “young men of means and nerve” who were physically fit

enough to ride the bicycle with a big front wheel.

3.2.4 Technological Frame

According to Bijker (1995, 123) the concept of ”technological frame” can help to

capture the diversity of interactions among individual actors inside a relevant social

group and also the interactions between the relevant social groups.

Page 30: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

30

The theoretical concept of technological frame of a social group is employed to

explain the interactions within and between social groups that shape the artifacts:

these technological frames shape and are shaped by these interactions (Bijker 1987).

A technological frame is built when interaction ”around” an artifact begins. If the

interactions move actors of the social group in the same direction, a technological

frame will build up; if not, there will be no frame, no relevant social group and no

future interaction. (Bijker 1995, 123). To describe a technological frame, Bijker (1995,

125) presented a tentative list of its elements:

- Goals

- Key problems

- Problem solving strategies

- Requirements to be met by problem solutions

- Current Theories

- Tacit Knowledge

- Testing procedures

- Design method and criteria

- User’s practice

- Perceived substition function

- Exemplary artifacts

According to Bijker (1995, 125) the list of technological frame elements can only be

tentative. In each new case, in each new relevant social group, additional elements

may need to be incorporated or taken out from the list to give an adequate

interpretation of the interactions.

4 THEORETICAL RESEARCH FRAMEWORK

This chapter will present the theoretical research framework that is used to guide the

empirical research in this thesis.

As a result of the literature review in this thesis, it was proved that the users, whether

real or imagined, have much impact on how new products and technologies are

Page 31: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

31

consumed and taken into everyday use. Manufacturers have their own ways of

bringing in the end user into a product development process, but the users ultimately

make products successful and meaningful.

The aim of this thesis is now to approach users’ interaction with technology from

cultural and social viewpoints. As a result of my literature review, my understanding

is that the social construction of technology provides the best and most complete

theoretical tools for preparing a thorough view of the development process of the

Nokia 770 Internet Tablet. This is because the social construction of technology

(SCOT) -model emphasizes the role of the users who in turn play an important role

in the development of the Nokia 770 Internet Tablet due to its “hackability” and open

source development approach.

Page 32: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

32

Figure 6: Theoretical research framework

Figure 6 visualizes my theoretical research framework used in this study. The

empirical part of this study attempts to understand how different social groups

interact around the Nokia 770 Internet Tablet and what are the problems and

solutions that encourage actors into this interaction. The social construction of

Define technologicalframes =

interactions around the artifact

Social group

770Internettablet

Problem Problem

Problem

Social group

Solution

Solution

Solution

SolutionProblem

ProblemProblem

Solution

Solution

Demonstrate interpretative flexibility =

different views of the artifact

Look for closure & stabilization =Interpretative

flexibility diminishes

Users’ roles in the different phases in the

development of the product

Page 33: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

33

technology serves as a starting point for understanding these interactions. In order

to build a social construction, the first task is to identify the relevant social groups

related to the artifact. Then by focusing on the problems and solutions of these social

groups, build a technological frame on the interactions around the artefact and

demonstrate if there is interpretative flexibility in how the artifact is seen by the

actors of relevant social groups. Closure and stabilization happens then if

interpretative flexibility towards the product diminishes and different social groups

see the product in a similar manner.

The criticism towards the SCOT-model has to also be taken into account when

conducting this study. Klein & Kleinman (2002, 34) wanted to further emphasize

the influence that actors and social groups have in the social construction. What they

believed missing in all of the case studies was the discussion of groups’ capacity or

power or what enables one group’s interpretation to be embodied in the artifact.

Following this view, Williams and Edge (1996) state that the final consumer may

have little opportunity to engage upon the development of a product other than the

“veto power” to adopt a product or not.

The criticism towards the SCOT-model has been taken into account in the empirical

part of this thesis by concentrating on the most powerful group of users, hackers,

whose engagement upon the product and its usage is not limited only to the veto

power to purchase a product or not.

5 EMPIRICAL RESEARCH PLAN

This section focuses on the methods of the empirical part of this study. It will explain

why the particular qualitative approach was used in this study and how the research

was conducted in order to reach the conclusions presented.

5.1 Research methods

The theoretical framework used in this study is adapted from the constructivist

approach to science and technology studies. The social construction of technology

Page 34: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

34

model (Pinch and Bijker 1984) served as a framework for presenting rich case studies

of technological artifacts.

Stake (1995, 42) emphasizes that the constructivist approach used in case studies

encourages providing readers with ”thick description” for their own generalizing

about the subject or phenomenon. Thick description is not complexities objectively

described but rather particular subjective perceptions of the relevant actors. While

total objectivity towards the research subject might be impossible to achieve,

subjectivity is used as a tool to stimulate further reflection, optimizing reader’s

opportunity to learn. The researchers role is to organize the study to maximize the

opportunity for ”naturalistic generalization” through experiential learning. (Stake

1995)

Generally, qualitative research studies rely on three basic data gathering techniques:

participant observation, interviews, and social artifact content analysis (Wolcott

1995; 1999). A qualitative approach for this thesis was chosen because it presses for

understanding of the complex interrelationship among all that exists while

quantitative research presses for an explanation trough scale and measures (Stake

1995, 37). This also seemed feasible to the theoretical framework of this study, as the

goal is to gain more understanding of the involvement of innovative users, hackers,

in the different stages of product development through the social construction of one

particular technology, the Nokia 770 Internet Tablet. This artifact was chosen

because it is a fairly new product, as it was launched in 2005, and it is the first

product of it’s kind for Nokia; a communication device using open source software

but at the same time it is not a GSM phone. Furthermore, it represents a new

approach to consumer technology as it has become a medium for hacker culture and

its innovations. By studying the artifact’s ”story” one can possibly learn a great deal

about the ways that a new kind of product development process works between the

product manufacturer and the innovating users and what was the role of ”hacking”

in the Nokia 770 Internet Tablet’s product development and in making sense of its

users.

The material and the insight to provide ”thick description” and ”experiential

understanding” as Stake (1995) calls it into this case study was brought by working as

Page 35: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

35

a graduate trainee at Nokia’s open source product management division in Helsinki

15.5 – 29.09.2006. Working inside the product management division opened up the

possibility for participatory observation, which allows for observing while taking an

active role in the group being studied (Stake 1995).

5.2 Conducting the research

Following the methodology of SCOT and my theoretical framework, the first task in

the process of creating a social construction of the Nokia 770 Internet Tablet was to

identify the relevant social groups that were then to be studied. I identified three

relevant social groups: the people involved with the development of the 770 Internet

Tablet inside Nokia, the users who were participating in the development of the

product and the non-users.

Next, I will briefly go over why these social groups are relevant for my analysis and

the method of how the data was collected from these groups.

Inside Nokia

It was self-evident that the individuals who took part in the product development

team of the 770 inside Nokia made up my first relevant social group. A total of 7

semi-structured interviews were made with the people who were involved in the

product’s development and marketing. The “snowball” method was used to get to

these contacts after I first approached the vice president of the Nokia’s convergence

products business group, the group that was in charge of the development of the 770

Internet Tablet. The snowball method basically means identifying important

interviewees by asking interviewees to name others with whom the researcher should

talk to (Bijker 1995, 46).

The “snowballing” started as the vice president of the business group who was in

charge of the 770 platform replied to my email and gave me the first contact, a

director of open source platforms in Tampere who then gave the contacts of a senior

R&D manager in Helsinki. From him I went on to a program manager in Oulu. Based

Page 36: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

36

on these interviews I managed to get a good overview of the challenges that Nokia

was involved with in this product development project and what was most important

to this thesis, I also received a graduate trainee position to work on a target user

project which was to provide input for innovations and new ideas to the product

development and marketing of the Internet Tablet product line. Four more

interviews were made as I worked in the software product management of the 770

Internet Tablet making up a total of seven interviews inside Nokia.

1. Director, Open Software Platform

2. Senior Manager, R&D

3. Product Program Manager

4. Senior Product Manager

5. Senior Project Manager (Symbian Platform)

6. Product Manager, Marketing

7. Senior Manager, Product Marketing

All the interviews were made in a semi-structured manner to bring about a more

natural feel to the situation and to encourage free discussion around the subject. I

was prepared for the interviews with a list of questions but I also let the interviewees

lead the discussion when I felt that it was going in an interesting direction. In general,

my questions were about the interviewee’s role in the 770 product, then questions

about the markets and users, followed by questions about the product and its

development.

After the interviews that I conducted, I felt that not many new ideas were coming out

anymore. In addition to conducting interviews I was constantly participating in

situations were I could collect material through observations and discussions that

went on considering the product, as a result the interviews were not the only source

for analysis. This gave more insight to the research subject that would have been

possible to acquire only by conducting interviews.

Page 37: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

37

The users – hackers and geeks

For the second relevant social group I turned my attention to users. Bijker (1995, 46)

states that relevant social groups can be described by following two rules: “roll a

snowball” and “follow the actor”. The Nokia 770 Internet Tablet proved to be an

interesting study subject, due to the open source Linux operating system, which

enabled the view inside Nokia that the current adopters of the product were mainly

“hackers” and “geeks”.

JM:

In your view, who are the current users of the 770 internet tablet product?

At the moment I would say that they are these very early adopters of

technology.

[Interviewee 6, product manager (marketing)]

They are beyond early adopters, they are extreme hackers doing amazing

things with our product.

[Interviewee 2, senior R&D manager]

They are these geeks..linux geeks who like to hack the product

[Interviewee 3, product program manager]

Developers, geeks and technology leaders. This is mainly because the product

concept is totally new. The maturity of the product is still low. The product has

not been marketed so that’s why it has not diffused beyond those people

mentioned.

[Interviewee 4, senior product manager]

As demonstrated in the second chapter, not all hackers are alike and others are more

innovative than others. The more innovative the hacker, the more powerful he/she is

as an actor and more relevant a member of the social group. Among the users of the

Nokia 770 Internet Tablet, the most innovating and most power ones were to be

identified. This was done by observing popular online communities and discussion

forums dealing with issues around the 770 Internet Tablet and by finding out what

Page 38: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

38

were the most popular user made applications for the device and which of them had

created most discussion and “buzz” on the Internet. With this method, I found five

applications that were the most discussed on the Internet and the three users behind

these applications.

The first person contacted, John “Gnuite” Costigan was the user who had created a

program called Maemo Mapper for the 770 Internet Tablet. Maemo mapper is an

application that turns the 770 into a GPS-navigator. It downloads maps from the

internet and when used with a GPS-receiver it shows information of the whereabouts

of its user. What is notable in this application, is that in its user license it has been

very clearly pointed out that using the program might violate copyright laws when

downloading maps from Google maps or other commercial services.

Second contact was Urho Konttori who had made two popular homebrew

applications for the Nokia 770 Internet Tablet. Media converter is a program that

let’s users convert videos from their computer to a format that is supported by the

Nokia 770 Internet Tablet. This has to be done as the Nokia 770 Internet Tablet has a

limited amount of media formats that it supports since the device was not intended

for media usage. In addition to the media converter, Urho Konttori has also made a

program called theme maker that can be used to customize the graphics, fonts and

the general look of the user interface of the device.

Final contact, Tomas Junnonen, had made a Bluetooth plugin and ported a

SCUMMVM application for the 770 Internet Tablet. The Bluetooth plugin could be

used to connect a keyboard using the wireless Bluetooth technology improving the

input methods of the device and SCUMMVM is an application that can be used to

play old LucasArts computer games on the device. What came as a surprise for me

when contacting Tomas Junnonen was tha he was also working for Nokia. The

reason why this was a surprise was because his “hacks” were distributed at his

personal website titled “hacking the 770” and there was no mentioning of the fact

that he was actually working for Nokia. After identifying the users behind the five

most downloaded and discussed applications, I contacted the developers by email

and then conducted the interviews with an instant messaging program and captured

the logs of these interviews.

Page 39: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

39

8. John “Gnuite” Costigan

9. Urho Konttori

10. Tomas Junnonen

Non-users – also relevant for the analysis

As for the selection of the third relevant social group, Bijker (1995) states that the

non-users have to be taken into account to achieve a ”symmetrical” view of the social

construction of the technology that is studied. The relevant non-users were

recognized through a study that I was working on in Nokia while preparing this

thesis. The Nokia 770 Internet Tablet was a product meant for internet usage so the

starting point was that these non-users had to be internet users. After this, four

advanced internet users who kept weblogs and used the latest internet services were

selected for interviews. The criteria for being an advanced Internet user were that the

interviewees all kept a public weblog and were users of various social networking

services in the Internet.

11. Isko Salminen

12. Herkko Hietanen

13. “Digital Gopher” (pseudonym)

14. Jyri Engeström

15. Shaun “Dragonminded” Taylor

In addition to these non-users, one more interviewee who could be described as a

member of the social group of hackers was identified and interviewed. This was done

to achieve knowledge about an innovating user who could be described as a hacker

but who was not a user of the Nokia 770 Internet Tablet. The final interviewee of the

non-users group was Shaun “Dragonminded” Taylor. He had developed a homebrew

program called DSOrganize for the Nintendo DS gaming device that made the

gaming device to work as a personal digital assistant by adding calendar and email

functionalities to the product. With this “hack”, Dragonminded had become one of

the most known hackers of the Nintendo DS. He was contacted by email and

interviewed with an instant messenger program.

Page 40: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

40

In conclusion, eight Nokia employees and seven others were interviewed making a

total of fifteen interviews. Out of those fifteen interviews, six interviews were

conducted with an instant messaging program and the chat logs of the interviews

were captured. The rest of the interviews were recorded on a digital sound recorded.

As was mentioned earlier, in addition to the interviews, informal discussions and

meetings provided a lot of material for this case study as did observations made from

the discussion groups, weblogs and websites considering issues around the Nokia

770 Internet Tablet in the Internet

6 THE SOCIOTECHNICAL CHANGE OF THE NOKIA 770 INTERNET TABLET

This chapter first introduces the case subject, the Nokia 770 Internet Tablet, and

then follows its development from the birth of the product to market launch, and

finally to how users referring to themselves as hackers reinvented the product to

better suit their needs. Along with this chapter, the social construction of the Nokia

770 Internet Tablet is developed through the elements of the SCOT-model to better

understand the input of user innovators in the shaping process of the this artifact.

Finally, based on the findings in this thesis, a theoretical concept, ”hacker-hobbyism”,

is proposed to describe the innovation activity around the Nokia 770 Internet Tablet.

6.1 Nokia and the challenges of open source Internet Tablet

Nokia has been one of the most successful corporations in the mobile phone

industry. It was the first firm in the industry to reinvent its products as a branded

good at the high end of cultural industries (Pantzar & Ainamo 2004, 83) and before

that, the decision to concentrate on mobile phone technology, especially to the GSM

standard, was the basis of Nokia’s future success (Häikiö 2001).

Communication technologies, along with the portable electronics industry, are now

facing rapid changes. The Internet is making it possible to communicate globally

with text, voice and multimedia with a near flat rate fee all over the world. On the

other hand, mobile phones and other portable electronics are now turning into

versatile multimedia devices capable of handling rich media content like music,

Page 41: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

41

pictures, video, games and even wireless internet access, all contained in a single

device. Only educated guesses exist as to what kind of device will become a cultural

icon for the next generation of mobile lifestyle. In the 1960’s and 1970’s it was a

portable radio kit, in the 1980’ it was the Sony Walkman which was then followed by

the Nintendo “Gameboy generation”, then cell phones invaded the market of

portable technology in the late 1990’s (Weber 2005). After the year 2000, it seems

that, at least for a moment, the Apple iPod has became the cultural icon of portable

electronics (Kahney 2005). Nokia’s goal with the 770 Internet Tablet is to capitalize

on the current “Internet revolution” by making a non-cellular connected product for

consumers’ home and mobile use.

This case study of the Nokia 770 internet tablet contributes to this thesis in more

than one way. First, the Nokia 770 provides an opportunity to study the development

process of a totally new product. It is Nokia’s first entry in the communication device

market without utilizing GSM-technology. With this product, Nokia is focusing on

capitalizing on the promise of new mobile internet. The 770 Internet Tablet is not a

mobile phone nor its peripheral but rather a portable internet tablet with a touch

screen utilizing wireless local area networks (WLAN) or Bluetooth technology

through a mobile phone to connect to the Internet. Since it does not necessarily need

a mobile carrier network to function, its distribution and marketing methods are

different compared to mobile phones. The cellular operators’ interest in subsidizing

the products price or promoting it is different from a mobile phone since the Nokia

770 Internet Tablet does not support the operators’ business model as do mobile

phones. This was one reason why the 770 Internet Tablet became the first product

that is sold directly trough Nokia’s website.

Second, the 770 Internet Tablet is Nokia’s first and currently only mobile

communication device that uses Linux as its operating system, and as such is

published under an open source license. Without going too much into the technical

details of open source, it is sufficient to say that in the scope of this thesis the open

source license assures that users and programmers have the following rights with the

program that is licensed under the open source license (Markus & Manville 2000,

20):

Page 42: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

42

The right to make copies of the program, and distribute these copies

The right to have access to the software’s source code, a necessary

preliminary before you can change it

The right to make improvements to the programs and to distribute them.

By making the product’s operating system open source and releasing and application

development environment called Maemo, Nokia made it possible to become involved

in a dialogue with hobbyists and use their expertise and insights to further develop

the product and its functionalities.

I will next start to develop the technological frame of Nokia, that according to Bijker

(1995, 122) illustrates how interactions around artifact are structured. The problems

and solutions that Nokia is dealing with regarding the 770 Internet Tablet defines the

interactions around the artifact. In the next sub-chapters, the main challenges of

developing a new product category with the Nokia 770 Internet Tablet are presented.

6.1.1 The software challenge

The first thing that stood out in the interviews conducted with Nokia managers was

that due to the rich functionalities of the multimedia mobile phones, the software

that is used to operate the products is becoming increasingly important. The

competition between other portable products is becoming more intense, so software

is one important way to differentiate Nokia’s products from competitors’ products.

In order to do this, Nokia has now turn itself into more of a software company that

has to be able to create novel and complex software rapidly and professionally.

Currently there are two main operating systems, Symbian and Linux, used in the

multimedia products that Nokia manufactures. The Symbian operating system is a

joint venture among the top companies in the mobile phone industry and is currently

owned by Ericsson (with 15.6% of the shares), Nokia (47.9%), Panasonic (10.5%),

Samsung (4.5%), Siemens AG (8.4%), and Sony Ericsson (13.1%) (Symbian, 2006).

Symbian is based on open standards, but is not an open source product, as the source

code is not publicly available. Linux, on the other hand, is open source software that

is developed further by the open source community that works and communicates

Page 43: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

43

through the Internet. The 770 Internet Tablet is Nokia’s first consumer

communication product to use the Linux based operating system. The interviewees

emphasized the importance and meaning of Linux and open source in the

development process of the 770 Internet Tablet.

JM: What is the meaning of the open source based 770 for the Nokia’s product

development?

It is a big change.

[Interviewee 3, product project manager]

Using open source software enabled us to move faster, much faster in our

product creation than with other software platforms [symbian] and moving

faster means saving money. When starting something from scratch there is

usually no agreements made until 6 months due to NDA’s and intellectual

property rights questions but these are already taken care of in open source

with the licenses like the GPL and others. So, Instead of long negotiations open

source starts faster. This was never thought of before.

[Interviewee 1, director of Open Software Platform]

I believe that the 770 revolutionaries the way new products are created inside

Nokia.

[Interviewee 2, Senior R&D manager]

For Nokia, the utilization of open source means that they did not have to create their

own operating system software from scratch to run the device, rather an operating

system based on the Linux was created. This made it possible to develop the new

product much faster compared to mobile phones.

The open source development model that Nokia uses in its 770 Internet Tablet is a

mixture of social and technical elements. Jaaksi (A Strategy 2006) specifies the

uniqueness of Nokia’s open source development strategy in his weblog by defining

the possibilities of the interaction between the manufacturer and the open source

user communities by separating four different scenarios surrounding how companies

can collaborate with open source communities.

Page 44: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

44

On the vertical axis of the figure 7 Jaaksi (A strategy 2006) makes the distinction

between open & native development and closed or sandbox development. On the

more open model, in which the Nokia 770 currently is currently placed, native

application development and system hacking is possible. The closed development

model, on the other hand, supports only application “sandboxes” on top of the

software, which restricts the access to the lower level software core. The horizontal

axis creates a distinction between utilizing Linux distributions and companies as

proxies from the “go to the source” approach, which means operating directly in open

source communities without using companies as proxies who take care of the details

of open source on Nokia’s behalf.

Figure 7: Open source development matrix Source: Ari Jaaksi’s Blog, 2006

Figure 8: Nokia and Motorola on the open source development matrix Source: Ari Jaaksi's Blog, 2005

Nokia

Motorola

Page 45: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

45

Jaaksi (ibid.) emphasizes that there are no right or wrong places to be on the matrix

presented. There are just different open source software strategies, and that the

important thing is to know where actors are positioned in the matrix. As presented,

Nokia’s competitor Motorola has a very different strategy in utilizing Linux software

and open source development model than Nokia has with their 770 Internet Tablet.

Motorola uses commercial Linux distributions of the software, thereby making native

application development, “hacking”, impossible.

6.1.2 The operator challenge

In many cases, it is the carriers that ultimately decide which functionalities

are implemented to the new mobile phones.

[Interviewee 1, Director of open software platform]

The second challenge to Nokia that rose up from the discussions was the symbiotic

relationship with the cellular network operators that the mobile phone

manufacturers had to get used to. In many key market areas, North America for

example, the cellular network operators first buy phones from manufacturers like

Nokia, and then they offer them to customers at subsidized price while locking

customers into their networks for a certain amount of time. While this gives

customers easy and inexpensive access to new phone models, the downside for the

manufacturers is that the operators are keen to subsidize products that add value to

their business models, and in this way they have bargaining power over the features

and technology contained in upcoming products. Jaaksi (2005) explains in his

weblog why the Nokia 770 Internet Tablet is not a cell phone:

Cellular operators, who are the most important channel to markets, are

demanding – they have tons of requirements for phones. Also, end users

expect a very high level of maturity. Mandatory requirements for cell phones,

such as type approvals, operator requirements, legislative requirements,

operator subsidies, and other such elements make the business structure very

complicated. You cannot sell a phone without SMS, WAP, MMS, SIM lock, sync,

MIDP, 911 stuff, various approvals in different countries, and so on. (…)

Internet Tablets are different – they are new. Rules, markets, technology,

customers, partners, and channels to customers are new and still evolving

(It’s not a cell phone – and it’s good 2005)

Page 46: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

46

Anssi Vanjoki, the president of Nokia’s multimedia group stated in an interview

(Wired 2005) that carriers’ activities can even prevent innovation. This happened

when a North American carrier, Verizon Wireless, decided not to support Bluetooth

technology so that when transferring pictures or other content from your mobile

phone to a computer, users would have to pay for using Verizon’s network.

Nokia’s 770 Internet Tablet is not attached to the operators’ business model in the

same manner as mobile phones. This was also mentioned as one of the reasons why

the Nokia 770 became the first product that Nokia started to sell through its website.

6.1.3 The market challenge

The third challenge is new competition and market landscapes that Nokia is now

entering with their new wave of portable computers like the 770 Internet Tablet.

Mobile gaming devices, music, media devices and ultra portable computers are all

posing new competition in addition to the existing competition from other mobile

phone manufacturers. Future generations of portable devices are expected to have

wireless Internet capabilities along with instant messaging and other social

functionalities that once were only accessible with a mobile phone through a carrier

network.

I would now say that we compete with these new UMPCs (Ultra Mobile PC’s)

more that with mobile phones…what we are trying to do here with the 770 is

to create a new category of products.

[Interviewee 6, product manager (marketing)]

We compete now with laptops…and maybe with some highly sophisticated linux

smartphones

[Interviewee 7, product manager (marketing)]

Even tough Nokia is the world’s leading mobile communication house, it has had its

own share of difficulties breaking into new markets beyond mobile phones.

In 2003, Nokia released the Nokia N-Gage mobile gaming system with great

expectations. Mobile gaming was supposed to be the next ”killer application” in

Page 47: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

47

mobile phones preceded by the huge success of the Nintendo Gameboy gaming

device and partly because of the buzz created by the famous Nokia ”worm game”.

Nokia’s aim was to sell between six and nine million N-Gage units before the end of

2004 (Nokia figures claim massive n-gage sales 2003). However, in 2004 the CEO of

Nokia, Jorma Ollila told the Financial Times that sales had not been as expected and

it would take until 2005 before the success or failure of the platform can be properly

judged (Nokia fesses up poor n-gage sales 2004). In 2004, Ilkka Raiskinen, the head

of Nokia’s gaming section explained how risky it is to try to develop a new device

category:

The whole strategy is about being able to use those components which we

have anyway, and test whether we can create a good enough games

platform. Creating an optimal games device is easy - big screen, lots of

horsepower, big battery - but making money and creating a business case

that's viable, that's the tricky part. And now we are betting, or you might

want to say gambling, on the fact that we can build on our mobile phone

heritage in this space. (Ilkka Raiskinen on N-Gage 2004)

A new and improved version, the N-gage GQ was introduced in 2004 and flaws in the

original product were fixed, however it did not save the project. The head of Nokia’s

Multimedia organization Anssi Vanjoki stated that while the aim was to sell six

million units in three years, only one-third of that was actually sold and the product

was a failure (Nokia misses n-gage sales target by miles 2005). After that, the

dedicated N-Gage product line of gaming phones was ceased, and currently it serves

as a software platform for Nokia’s multimedia products upon which other companies

can develop games for.

With the 770 Internet Tablet, Nokia is now again in 2005 trying to establish and

promote a new product category called Internet Tablets, something that was not

successful with their last attempt with mobile gaming phones and the N-Gage. The

methods that are now used are however visibly different from the last time. Where as

with the N-Gage had big marketing campaigns, the 770 Internet Tablet was brought

to the markets very quietly.

Page 48: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

48

6.2 The birth of the product

The Nokia 770 Internet Tablet was a product first started to develop around the year

2000. The concept was based on the vision that wireless internet technology (WLAN)

was about to come very big and that laptop computers and personal digital assistants

(PDA’s) were unable to answer consumer’s needs for the mobile internet (Forum 24

2006).

The Nokia 770 Internet Tablet concept combined two development streams inside

Nokia into one project. One stream was a hardware concept of a portable widescreen

device made for Internet usage and the other stream was a Linux based open source

software product.

From my point of view, the idea for the 770 product was born somewhere

around 2000/2001 when I was working in special products department

doing standardizing things. We got WLAN cards to our product portfolio

and at the same time, we had to think about what else uses could there be for

WLAN other than data cards and business tools (communicators). I had

some experience from 3G/WLAN from my university studies so someone

happened to ask me... The concept was born in a brief moment of time. At

that time I was an avid stock-trader and hooked on stock markets and stock-

related news. I couldn’t came away from the PC or leave home. So, a

solution to my need had to be found. I then created a product concept named

“Darude”.

The “Darude” did not go into production in 2000 due to the screen

technology was not ready and WLAN penetration was not high enough. It

then took year or two and a concept that was born dead called “multipart”

come from somewhere. Multipart was a concept where you had a cellular

modem in pocket and an operating system around it. So, we [me and the

product program manager] saw an opportunity in this for the ”Darude” and

started to work with it.

[Interviewee 4, Senior Product Manager]

At this point, the first problems related to the product concept that was the starting

point for the Nokia 770 can be connected. “Darude” and “Multipart” product

concepts did not go into production since the screen technology was not ready and

Page 49: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

49

“Darude”product concept Screen technology

WLAN penetration

Nokia product development

“Multipart”product concept

Artefacts Social group

Problems

Symbian platform

the WLAN-technology penetration was not high enough. In the figure 9 I have

illustrated the first connections of the social construction of the Nokia 770 Internet

Tablet. What is also worth noticing is how personal interests like stock trading and

inability to move away from the PC were mentioned as a source for the needs that

created the “Darude” product concept. Following Akrich’s (1995, 173) definitions,

this was an implicit “I” method of representing the end user in the product design by

relying on personal experience.

Figure 9: Problems related to the product conceptsSource: Author

For a couple of months we tinkered with a Symbian platform and we

realized that we simply are not getting any kind of support for the project

due to the limited resources. At the same time a strategic decision was made

that Nokia will do a Linux product. The Linux team was looking for a

product and we had a product “without an operating system”. Looking now

backwards I have wondered many times that was this coincidence or a

strategy of someone wiser :)..and so, this was the start of the 770 Internet

Tablet

[Interviewee 4, Senior Product Manager]

Page 50: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

50

2000

Software update:OS 2006

May 16th

“Darude”

“Multipart”

2002 2003 2004 2006

May 25th 2005

After the market launchBefore the market launch

“Laika”

Product concepts not brought to the markets

20052001

According to the interviewees, the solution to a problem around the Symbian

operating system developed into the early Nokia 770 Internet tablet. With Linux, the

software development of the Nokia 770 Internet Tablet could start and move faster.

I addition to the “Darude” and “Multipart” concepts, a third concept that never made

it to the market called the “Laika” was also being developed in 2004 before the Nokia

770 Internet Tablet was brought to the market. The main feature of the “Laika” was

an integrated hard drive, something that the Nokia 770 Internet Tablet lacked.

According to the product manager who was in charge of the “Laika” concept, the time

was not ready for the product, and a management decision not to do a “media device”

was made because of the many products competing in the media device category.

Figure 9 shows when the Nokia 770 Internet Tablet was brought to the market and

the timeline of its development along with the product concepts that didn’t make it to

the market. About one year after the market launch, Nokia published a software

update called OS 2006 that added the possibility to make internet phone calls and

use an instant messaging service called Google Talk, as well as a full screen touch-

keyboard to make text entry easier.

Figure 10: Timeline of the development of the Nokia 770 Internet Tablet

Page 51: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

51

After reviewing the technological background of the Nokia 770 Internet Tablet, the

envisioned users of the product and the role of market studies was discussed with the

interviewees.

We did not have that kind of educational background that we would have

troubled ourselves too much with any kind of target users. From the

beginning, the product was made with “let’s do it for us” mindset because

there had to be others like us with similar needs for sure. (…) Then when we

had to seriously think about this as there had to be some kind of input for

the marketing we concluded that the concept was “broad appeal” though we

did not use that term, but when we described as whom we see as the users

and it was broad appeal without any strict age segments.

[Interviewee 4, Senior Product Manager]

The interviewee that was involved in making the product concepts stated that the

product was made with a “let’s make it for us” attitude. Again, this serves as a good

example of Akrich’s (1995) “I” method where the own persona serves as a starting

point for bringing in the end user of the product. What is also worth noting is that

how a “broad appeal” approach to a product’s target consumer was decided as there

had to be input for marketing to work on.

The role of market studies in this product’s development was interesting. According

to the interviewees, while there was end-user studies created for the Internet Tablet

concept that clearly showed that there was little or no interest in the concept, and

that their role was not significant in the final product. Interviewees said that this was

because in those studies, the products that were used were not functioning and the

users in the studies were PDA-users whose needs for a mobile product were different

than what the internet tablet product concept offered.

They [Nokia’s internal user insight organization] made an end user study

and the results were - according to the professionals – extremely

discouraging. The results were worst in the history of these end user studies.

(..) But [product program manager] made a lot of noise about these studies

since no real products were used… only mock-ups. The users were also PDA-

users so they had different kind of needs from a product than what the 770

could deliver.

[Interviewee 4, Senior Product Manager]

Page 52: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

52

Creating a compelling marketing message for the product was also a challenge.

Since the product was using Linux, the open source community developing the

operating system was an important group of potential customers of the product.

For this group of users, Nokia launched a developer website called Maemo.org.

According to the senior R&D manager, the early marketing material created to

promote the product and development environment was not usable since it did

not represent the right kind of message that Nokia was trying to send to the open

source community.

Lot of the marketing material that was produced was useless…it was like

that Nokia would came and take over the Linux world. It was just wrong

and it felt like the marketing department didn’t understand at all the

message we were trying to send.

[Interviewee 2, Senior R&D Manager]

In short, the product development process of the Nokia 770 Internet Tablet from the

first product concept to the final product was a five-year process, driven by the vision

of mobile Internet penetration, and made with a very implicit way of envisioning the

end user of the product. User studies that were created with the products did not

significantly affect the products development even though the results of these studies

were discouraging.

Before the market launch of the product, the Nokia 770 Internet Tablet had created a

lot discussion around the Internet due to its open source development model and the

non-phone approach to developing a new kind of communication device. The next

chapter goes through how the non-users in the interviews saw the product and what

were the initial reactions towards the product on the Internet.

6.3 Non-users’ problems towards the product

In order to understand the non-users and their problems with the Nokia 770 Internet

Tablet, two different methods were used. First, five non-users were interviewed, of

whom four were chosen because they were heavy users of the Internet; they all kept a

public weblog and used several social Internet services. The last interviewee was

chosen to represent a non-user who belonged to the social group of hackers. The

Page 53: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

53

interviewees were all male aged between 20 and 29. Two of them were from North

America and three were from Finland.

The second method of how non-users view of the Nokia 770 Internet Tablet were

collected was by observing popular discussion groups, weblogs and technology news

site on the Internet. Both of these methods, interviews and Internet observations,

were then used to make a list of the problems that non-users had with the product.

All of the interviewees emphasized how they saw the potential of the device as a

“media player” or a “media device” due to its portability and quality widescreen. The

possibility of using the Internet was seen as somewhat of a “bonus” or a “nice

feature” but many of the problems seen in the device were derived from its inability

to store large amounts of media like music, pictures and video. This proved that the

idea of an “Internet Tablet” was somewhat hard to comprehend for the interviewees.

The lack of keyboard was another problem that almost all the interviewees

mentioned along with the media problem.

I don’t use 770.. It’s not pocketable and it is aimed for multimedia usage.

I have no use for a gadget without a keyboard.

[Interviewee 11]

Net connectivity is a good bonus, but touch screen as an input device is

not compelling. Text input is an important feature to me.

[Interviewee 12]

My dream machine would be something like this, wide & touch screen,

80 gigabytes of memory and a small keyboard.

[Interviewee 13]

There's a couple of key reasons I haven't pulled the trigger on a 770 yet -

1) no storage, 2) I've read that the applications run slow, 3) some have

actually complained about a lack of keyboard but I could maybe live

without that , 4) battery life.

[Interviewee 14]

Page 54: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

54

I don't like the 1GB limit on the MMC memory card.. For something that can

play music and videos, one gigabyte is a very small limit to content. I would

tire of swapping memory cards to access all of my music or videos.

[Interviewee 15]

In order to reflect the views of the interviewees, comments about the Nokia 770

Internet Tablet from various discussion groups and weblogs on the internet were also

observed. The following comments are examples from various technology related

Internet sites that published stories about the 770 Internet Tablet following the

public introduction of the product.

..Instant failure. No HDD.

- If they could increase the battery life, this would be awesome as a networked portable media player

- But the choice of the OMAP processor is bad. It can only go up to 220 MHz as the previous post

mentioned. Not good for multi-tasking and other functions. (Engadget.com 2005)

- (1) No built-in hard drive. With most newer devices vying for attention by putting in at least 1Gb of

storage, its a real mystery why this doesn’t come with at least 4Gb. (2) Too little RAM. Why limit it to

only 64Mb? With memory so cheap nowadays, this should have 512Mb or more. (3) No keyboard. This

is the big clincher. For some reason someone out there in Corporate world believes nobody wants a

keyboard. Not so. We want BOTH a touch screen and a keyboard. (PCMAG.com 2005)

- I think it's a pity that the rather beautiful design and obviously neat software doesn't include Nokia's

core function: mobile phone connectivity (and not through BT). (Slashdot.com 2005)

- But for most mainstream users, the 770 is a disappointment. With more horsepower and a revamped

interface, it might get closer to the holy grail. (Personal Technology 2006)

In addition to the issues with the product’s memory and text input methods, the

missing mobile phone feature and the products processing power were seen as

problems. The problems of the non-users group in relation to the Nokia 770 Internet

Tablet are presented in the figure 11.

Page 55: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

55

Figure 11: Problems of the non-users related to Nokia 770 Internet Tablet

Even though non-users had many problems with the device, it was obvious from

the very beginning that hackers were interested in the product since it was easy to

customize and “hack”. In the next chapter, hackers’ innovation activity around

the Nokia 770 Internet Tablet is reviewed further.

6.4 Hacking the Nokia 770 Internet Tablet

Due to the Linux operating system, the Nokia 770 Internet Tablet is very “hackable”

since it is relatively easy to develop new applications for the device. This section will

introduce the most popular user-made applications, or hacks, for the 770 Internet

Tablet and go through the interviews with their authors. As the applications are

licensed under an open source license, they are also distributed freely to anyone.

The aim of this section is to demonstrate how hackers expanded the functionality of

the Nokia 770 Internet Tablet by developing their own solutions to their needs

regarding the device. This way the problems and solutions of the Nokia 770 Internet

Tablet can be connected to the social group of hackers.

Maemo Mapper

Maemo Mapper, is an open source application developed by John “Gnuite” Costigan,

that can be used together with a GPS-receiver to show the whereabouts of its user.

Non-usersMemory problem

Text Input problem

Processing power problem

Non-phone problem

Storage problem

Page 56: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

56

The program downloads maps from on-line map repositories and uses them to

display the location of its user on the Nokia 770 Internet Tablet’s screen. When the

first version of application was introduced on internettablettalk.com, it soon became

the most discussed application for the device.

I've been working with computers (in an educational or occupational

capacity) ever since I was about 9 years old. I've always loved to concept of

controlling computers with programming, so when it came time for college,

the choice seemed pretty obvious, especially with the tech boom going on at

the time. (…) My hobbies have always included computer-based things like

programming and learning new languages and such

[Interviewee 9, John “Qnuite” Costigan]

JM: How did your development work on the Nokia 770 start?

While participating in the forums at Internet Table Talk, I started becoming

interested in the idea of using the Nokia 770 as an inexpensive navigation

system. The large screen seemed ideal for it. Upon introduction to the

community, it got a very positive reception. People claimed it as the best-

looking application available on the Nokia 770

[Interviewee 9, John “Qnuite” Costigan]

In order to function properly, Maemo Mapper needs graphical map data that is not

included with the application. Instead, the application can be assigned to download

maps from on-line map repositories like Google Maps. The problem is that the user

Figure 12: Screen capture of Maemo Mapper application for the Nokia 770 Internet Tablet developed by John "Gnuite" Costigan

Page 57: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

57

license of Google’s Map service, along with other similar services, forbids users to

download the map data to be used in applications like the Maemo Mapper. To avoid

legal consequences, John Costigan states in the user agreement of the Maemo

Mapper that he cannot held responsible for users actions with the application.

Also, to (hopefully) cover my own butt legally, use of this software requires

and implies that you agree that you understand that using Maemo Mapper to

download maps from a commercial map repository may be considered a

violation of copyright law and that John Costigan cannot be held responsible

for any of your actions related thereto. (Maemo mapper website, 2006)

As the application is legally somewhat in a “gray area” whether it is legal or not, for

Nokia it would be problematic to officially endorse the Maemo Mapper application

even tough it has gotten very popular among the hacker community.

Media Converter and Theme Maker

Along with Maemo Mapper, Media Converter and Theme Maker are two popular

programs that also expand the functionalities of the 770 Internet Tablet beyond

browsing the Internet.

I wanted to make it easier for the people to make better use of their 770

internet tablet. I have made Media converter program that makes it

easy for users to convert videos from their own machine to the format

that the 770 supports and also I have made the Theme Maker program

that makes it possible to create different themes for the device. (...) I

dare to say that almost everyone in the non-developer scene [of 770] has

my media converter program. (…) It has been downloaded over 11,000

times.

[Interviewee 8, Urho Konttori]

Media Converter is a program that converts video files to a format that is supported

by the Nokia 770 internet tablet. At the same time, the size of the video file is reduced

as the video is cropped to optimal resolution for the device. In this way, the Nokia

770 Internet Tablet can easily be used for something that it was not originally meant

to be used for, as a portable media device. Media converter has been one of the most

Page 58: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

58

downloaded applications of the device, with over 11.000 downloads according to its

author, Urho Konttori.

Figure 13: Screen captures of Media Converter and Theme Maker applications developed by Urho Konttori

So the need for the Media converter was born since the video playing

software [of the Nokia 770 Internet Tablet] was very limited and there

was no video convertors that could do the thing that I was looking for.

Media Converter was a program that I developed because as soon as I

got the device I wanted test videos on it. I was trying some examples and

I found that they were working beautifully, Then I trying to assist

people on the Internettablettalk.com forums to do the same that I was

doing. No luck, they couldn’t do it. Then I made a bat script that could be

used by dropping a video file to it. Again, people couldn’t use it. I decided,

that I will make an app that even the average Windows user could use.

[Interviewee 8, Urho Konttori]

The motivation for Urho Konttori to create media converter software was the need to

use the 770 Internet Tablet as a media player and to help others to do the same. His

development work was driven forward by the inability of normal users to use the

tools that he developed.

GAIM instant messenger

The GAIM instant messaging application is an interesting example of the relation

between “hacking” and the interests of commercial actors. GAIM is a multiclient

messenger application for Linux that can be used to connect to various instant

messaging clients. Nokia employee, Devesh Kothari, ported GAIM to work with the

Nokia 770 as a hobby project in 2005. What makes this interesting is that users could

Page 59: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

59

then use this program to connect to instant messaging services that Nokia did not

officially support nor paid licensing fees for.

Finished port of Gaim 1.5 internet messenger for Maemo/Nokia 770.

This had been my hobby project and took me not long to get all the

dialogs etc work nicely for n770 screen size. DISCLAIMER :) This is my

hobby project and Nokia has nothing to do with it.

[Devesh Kothari Blog 2005]

The question of whether or not GAIM is illegal is not straightforward. Instant

messaging services are typically closed. The protocols used by MSN Instant

Messenger or AIM Instant Messenger are not public protocols. Tools like GAIM have

to reverse engineer the protocols to work. When there is no source code available for

the software, the efforts towards discovering the source code for the software is called

reverse engineering (Reverse engineering, 2006). Technically, using a non-supported

client such as GAIM is probably illegal (Notenboom 2006). The author of GAIM for

Linux, Mark Doliner, stated that connecting to other instant messaging servers might

be trespassing since the servers belong to other people, but on the other hand they

have put their servers on the internet making it possible for anyone to connect (Are

there legal issues? 2004). When asked about the legality of GAIM when it connects to

Microsoft’s messenger service, Microsoft’s product manager states:

At this time, there is not a program or set of API's for licensed

connectivity to the Messenger service. There have been one-off licensed

examples, the Reuters IM client, the Microsoft Office LCS Communicator

Figure 14: Screenshot of GAIM instant messenger port for Nokia 770 Internet Tablet.

Page 60: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

60

client, the Yahoo interoperability that was announced in October, and a

handful of mobile clients. However, the desktop clients that you

mention, GAIM and Trillian, are currently operating in an unlicensed

manner. (Legal issues 2006)

In 2005 when GAIM was ported to the Nokia 770 Internet Tablet, the device did not

officially support instant messaging. Nokia however stated at the launch of the

product that a software update would be provided to make instant messaging and

internet calls possible. After a year, when the next installment of the 770 operating

system called OS 2006 came out, Google chat and Google talk instant messaging and

voice over internet protocol (VOIP) clients were added to the device. However, the

word around the hacking weblogs and discussion groups was that the device was

capable of these features straight from the start.

The best news for you is that Nokia has set up a comprehensive development

site. (...) It even has a walkthrough for how to port applications to the device.

As an example they show how to port GAIM which is funny because most

places have reported that IM [ instant messaging] support won’t be released

until 2006. (Hack a Day 2005)

The GAIM example demonstrates how it is faster to develop and implement a new

feature, instant messaging, to the Nokia 770 Internet Tablet by hobbyist “hacking”

than what could be officially done by Nokia. Nokia officially could not develop and

include this functionality to the device itself as it would have to pay licensing costs to

Microsoft or to other companies.

ScummVM and Bluetooth plug-in

ScummVM is a multi-platform virtual machine which was originally made to allow

one to play Lucas Arts adventure games that use the SCUMM-programming system

on platforms other than those for which they were originally released. Due to

copyright restrictions, ScummVM does not include the game data, so users have to

own copies of the games. Tomas Junnonen, a Nokia employee, ported ScummVM

for the Nokia 770 Internet Tablet and distributed it along with the Bluetooth plug-in

in his personal homepage titled “Hacking the Nokia 770”.

Page 61: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

61

I’m a great fan of the old LucasArts games such as Monkey Island,

Maniac Mansion etc. The idea of the SCUMMVM for the 770 was almost

self-evident, if there’s a way to run code on some device someone will

eventually port SCUMMVM for the device.

[Interviewee 10. Tomas Junnonen]

The Bluetooth plug-in was another program developed by Tomas Junnonen.

With the Bluetooth plug-in it was possible to connect the Nokia 770 Internet

Tablet to external keyboard to make the text input easier.

The development of the Bluetooth plugin started inside Nokia as a [internal

name of the development project], these are typically “it would be cool if”

kind of projects. The purpose of this was for me to learn a new development

environment and maybe at the same time make something useful. (…) It

wasn’t obvious at all that the plugin would be distributed outside Nokia at

all. (…) The idea for keyboard support came from the team but to release it

outside Nokia was my idea (…) At the moment the keyboard support is not a

product-level feature that Nokia would want to support, but if / when a

keyboard support for the product is added, the groundwork has been

already partly done.

[Interviewee 10, Tomas Junnonen]

Scummvm, Bluetooth keyboard plug-in along with GAIM were applications

developed by Nokia employees as a hobby projects that were then released and

distributed in their developers personal websites. Nokia as a company had

Figure 15: Screenshot of ScummVM port for the Nokia 770 Internet tablet playing “The Secret of the Monkey Island 2”

Page 62: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

62

HackersCustomization problem

Communication problem

Media Convertor

GAIM Messenger

Maemo Mapper

Theme Maker

Media problem

Gaming problem

GPS Navigation problem

Connectivity problem

Figure 16: Nokia 770 Internet Tablet connected to hackers and their problems and solutions

SCUMM VM

nothing to do with these applications while the hackers enhanced the usage

scenarios of the Nokia 770 Internet tablet with their applications. Similarly,

Media converter, Theme Maker and Maemo Mapper were applications

developed by users of the Nokia 770 Internet Tablet who were all motivated to

reinvent the product to do something more than what it originally could do.

According to the hackers, Nokia 770 Internet Tablet offered them possibilities

that other products did not. Many interviewees said that they were quite

satisfied with the product even while many of them mentioned same problems

in the product than the non-users did. This is why the “problems” that connect

the social group of hackers to the solutions could also be referred as

opportunities to innovate. In the figure 16 the innovation activity around the

Nokia 770 Internet Tablet is demonstrated as I have connected the social group

of hackers to problems and solutions around the Nokia 770 Internet Tablet.

I have incorporated all of the interactions around the Nokia 770 Internet Tablet

followed in this thesis to the figure 17. There are three social groups present -

manufacturer Nokia, the non-users and the hackers. Nokia is connected to the three

product concepts that were not brought to the markets and to the Nokia 770 Internet

Tablet that was launched in 2005. Trough the problems and solutions that Nokia had,

the outcome was the Nokia 2006 software update for the Nokia 770 Internet Tablet

adding new functionalities for the product.

Bluetooth plugin

Page 63: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

63

GAIM Messenge

r

Media problem Media Converter

Non-phone problem

Memory problem

Processing power problem

Text Input problem

Bluetooth plug-in

Solutions

Nokia 770 Internet Tablet

OS 2006 software update

Problems

Artifact

Social group

Figure 17: Problems and solutions of the Nokia 770 Internet Tablet connected to relevant social groups and other artifacts

Communicationproblem

Google Talk IMGoogle Talk VOIP

Finger keyboard

Instant Messaging

problem

Font problem

Theme Maker

Navigation problem

Nokia

“Darude”

“Multipart”

Non-users“Laika”

Symbian platform problem

Linux operating system

Text Input problem

SCUMM VM

Maemo Mapper

Screen technology

problem

WLANPenetration

problem

Gaming problem

Text Input problem

Hackers

Page 64: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

64

The focus with the non-users was in the problems of the product. This helped to

understand the reasons why this social group did not want to adopt the product.

Through the interviews and on-line observations with the non-users, it became clear

that the Nokia 770 Internet Tablet lacked the features of products that it was

compared against. It could not store large amount of media like digital media players,

it could not be used as a mobile phone and the ability to browse the Internet was not

as significant functionality that it would had overcome these problems.

The social group of hackers was similar to the non-users in sense of their problems

related to the product, but the opportunities for hobbyist hacking that the product

was embedded with enabled them to start innovative interactions around the product.

In the next chapter, the meaning and the implications of these interactions is studied

further.

6.5 Developing the concept of hacker-hobbyism

In this chapter, I will develop the concept of “hacker-hobbyism” to describe hackers’

innovative interactions around the Nokia 770 Internet Tablet. This is done in the

context of the social construction and incorporates the components of the SCOT-

model –relevant social groups, interpretative flexibility, technological frame and

closure & stabilization – while at the same time building on the concept from Kotro’s

(2005) studies about hobbyism and hobbyist product development.

By “rolling the snowball” and then “following the actors” it was first identified that

the current users of the 770 internet tablet were seen as “hackers”, “geeks” and

“developers”. With this identification, the first element of the SCOT model, the

relevant social group of users, was brought in. In the interviews that were conducted

with these innovating users, they all mentioned computers, technology and

customization as their hobbies when general questions about their lifestyle was asked.

Further, when “following the actors” into their personal websites and discussion

groups on the Internet, they were referring to their development work as “hacking”.

Remembering the fact that the Nokia 770 uses Linux as its operating system and that

hacker culture and the open source movement are closely tied together (Hippel 2003,

Page 65: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

65

Himanen 2000, Raymond 2001, Lakhani 2003) this is not a surprise. Due to these

reasons, the relevant social group of users was named simply as “hackers”.

The interpretative flexibility towards the product was demonstrated as the people

inside Nokia, hackers and the non-users were making sense of the Nokia 770 in the

interviews. In addition, also discussion groups and blogs around the Internet were

investigated to reflect the views of the interviewees. While Nokia’s goal was to

established a new kind of consumer device category with the “Internet Tablet”

concept, the initial reactions toward the product with non-users was that the product

was a “media player” or “media device”. Moreover, it was seen as a “non-working”

device since it lacked many of the features that non-users saw as important, for

example adequate amount of memory to store media content. The hackers instead

were satisfied with the product. For them, the product was “working” as it allowed

them to “hack” the product due to its open source operating system, while the

problems and limitations of the device didn’t seem to matter. For this user group, the

ability to customize and solve problems by hacking the product resulted in its

problems being overlooked.

The third combined element of closure and stabilization of technology, in the

analysis of technology, means that the interpretative flexibility of an artifact

diminishes and consensus among the different relevant social groups with regards to

the dominant meaning of an artifact emerges (Bijker 1995, 86). In the scope of this

study, I cannot make any arguments about the closure or stabilization of the Nokia

770 Internet Tablet. I find two possible reasons for this. First, it must be remembered

that it took decades for the design of the “safety bicycle” to reach closure and stabilize

in Bijker’s (1995) study. The Nokia 770 internet tablet was brought to the markets in

2005, so by following its development for one product generation, which is

equivalent to the time spent making this thesis, might be too short of time for

interpretative flexibility to diminish or to observe it. Secondly, the inability to

recognize “closure” within this study is somewhat in line with the critics of the SCOT-

model. Williams & Edge (1996) state that the SCOT approach tends to have difficulty

in accounting for closure since the possibilities of interpretative flexibility seem

endless.

Page 66: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

66

The fourth and the final element of the SCOT-model, the technological frame, can

help to understand why and how the innovations of hackers shape the product in a

different direction than Nokia’s product development. Bijker (1995, 123) states that

technological frame structures the interactions among the actors of a relevant social

group. In this thesis I argue that there are differences in how hackers and Nokia’s

product development team interacts with the artifact, thus creating a different

technological frames in which interaction happens. For hackers it was possible to

implement new features for the product with the applications they developed. For a

manufacturer like Nokia, it takes a longer time to implement and test new

functionalities that can then be incorporated to the product. In the interviews and in

informal discussions that I was involved with it was stated many times that

applications like GAIM messenger and Maemo Mapper had functionalities that

Nokia could not utilize or endorse due to its possible licensing costs and conflicts in

intellectual property rights not owned by Nokia.

Now, after going through the elements of SCOT, I want to extend Kotro’s (2005)

concepts of “hobbyism” and “hobbyist knowledge” towards the concept of “hacker-

hobbyism”.

Kotro (2005) argued that product developers and other people involved in the

product development process working at the sports manufacturer Suunto, brought

the values and ideals of the sport communities that they were involved with as a

resource for the innovative product development process. As one interviewee said in

Kotro’s (2005, 13) study: “What is close to your heart follows you to work”. Hobbyist

knowing is based on taking part in the use context of a product and making sense

through practices embedded and embodied in them and by “bringing personal to the

product development” (Kotro 2005, 173).

Hacker-hobbyism takes place when “hobbyist knowledge” allows translating and

bringing both individual insights, values and ideals of communities into one’s own

work and product development (Kotro 2005, 13). However, hacker-hobbyism differs

from “hobbyism” as the hackers bring their ideals and innovations to the product

after it is brought to the marketplace. This innovation in the diffusion phase of the

product could also be referred to as innofusion (Fleck 1988), re-inventing (Rogers &

Page 67: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

67

Rice 1980) or in a more cultural sense appropriation (du Gay 1995) but adding to

those concepts, I want to emphasize the nature and consequences of hacker-

hobbyism to prospective and current business models of commercial actors like

Nokia.

For example, if Nokia would consider to build a business model out of selling

location based services like map software for the 770 Internet Tablet, the company

would have to consider that a free application, Maemo Mapper, has already been

created and is constantly being developed further by the hacker community. As this

example shows, hacker-hobbyism possesses a challenge for developing prospective

business models at Nokia, but at its best, it can be used to provide new insights and

new ideas in this task.

On the other hand, the situation where hackers innovate against current business

models of commercial actors is what could be described as “user driven creative

destruction” in contrast to the Schumpeter’s (1975) industrial creative destruction

that was driven by capitalistic entrepreneurs. In addition, the terms parasitic

innovation (Mollick 2004) or disruptive innovation (Christensen 1997) could be used

in to the situation where the innovation activity conflicts with business models of

commercial actors, forcing them to seek new ways to maintain their market position.

One interviewee gave an insightful example of this with Sony and their Playstation

portable (PSP) gaming device. As Sony’s business model is based on game sales,

hackers are constantly trying to make the device able to run “homebrew” code and

game emulators and by doing so they fight against Sony’s business model.

Sony updates their firmware often, and every time, they patch the

holes people have found to enable homebrew. Every step of the way is

a fight against Sony to continue homebrewing on their console.

[Interviewee 6, Shaun “Dragonminded” Taylor]

Hacker-hobbyism can, in its most destructive form, lead to an open conflict against

the business models of commercial actors in order to enable the diffusion of the

“homebrew” innovations made by hackers. By utilizing the open source development

model, like with the Nokia 770 Internet Tablet, hackers can easily put their code on

the device and develop new applications for it.

Page 68: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

68

The fact that it [770] is open source means that there would be easier

ways to put my code on. That is a major selling point of the unit for

people like me since they [Nokia] are not fighting against

homebrewers/personal developers.

[Interviewee 6, Urho Konttori]

By nature, hacker-hobbyism is a user innovation activity that is not restricted by

legal and proprietary issues that normally sets guidelines for corporation based

research and development processes. Hackers instead, develop new functionalities

and applications that they see useful for themselves and others in the community.

This difference makes the process of innovation more straightforward and faster to

deploy than inside manufacturer’s organizations. Nokia’s senior R&D manager

follows this view.

The hackers can make things happen faster than we can, no doubt

about it. They can develop solutions regardless of laws, regulations

and formal organizational chains much faster than Nokia”

[Interviewee 3, senior R&D manager, Nokia]

The hacker-hobbyism concept emphasizes the meaning of hacker culture that brings

in social and cultural factors to ones work as the process of innovation is referred to

as “hacking” and where the innovation work is not limited to necessarily working

merely as “co-developers” (Jeppesen 2003, 2005) towards shared and out-spoken

goals of the products manufacturer.

7 CONCLUSIONS

The goal of this thesis was to examine the role of hackers and user made innovations

in the development of a new consumer product. I approached this problem through a

rich case study of the Nokia 770 Internet Tablet by Nokia and chose the social

construction of technology as my theoretical framework, which guided the empirical

part of my research.

Page 69: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

69

In this thesis, the Nokia 770 Internet Tablet was deconstructed into a three different

devices following the three different social groups making sense of the product. For

the people inside Nokia the product was an “Internet Tablet” made for the mass

markets while the relevant group of users, hackers, saw the device as a “hackable

device” and non-users saw the product as a “media device” based on interviews and

observations from the Internet. In the SCOT-methodology this difference as to how

relevant social groups see the product is called interpretative flexibility. Hackers saw

the artefact as “working” because in spite of its problems, it was “hackable” due to its

open source Linux operating system. The non-users saw the product as “non-

working” because they compared it to other products like digital media players or

mobile phones while intended main use of internet browsing was seen as a nice

bonus feature.

Through another element of the SCOT-model, the technological frame, I have

attempted to define a dimension in the field of user innovation that has not received

much attention in the academic literature. As a result of this study I propose a term

“hacker-hobbyism” to define how innovations and insights from a group of users,

hackers, affected the functionalities and use possibilities for the Nokia 770 Internet

Tablet after it was brought to the markets. Hacker-hobbyism is a user innovation

activity that follows hacker culture and which is not restricted by legal or proprietary

issues that sets guidelines for manufacturers’ development activities. The

consequence of hacker-hobbyism is that hackers can develop and implement

functionalities to the Nokia 770 Internet Tablet that would be impossible to do for

Nokia’s official product development. As demonstrated with ScummVM, GAIM

messenger and the Bluetooth keyboard plugin, sometimes even Nokia’s own

employees drive hacker-hobbyism by developing new functionalities to the Nokia

770 Internet Tablet as personal hobby projects. This can then be used to get early

feedback from the hacker community and test whether the new functionality poses

potential for future development.

The results of hacker-hobbyism, the popular applications among hackers like the

GAIM messenger port and Maemo Mapper are questionable in terms of intellectual

property rights, which make it difficult or even impossible for Nokia to officially

endorse them. Nokia could not have developed an instant messaging program that

Page 70: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

70

connects the 770 Internet Tablet’s users to proprietary instant messaging protocols

without negotiating first with the owner of those protocols. Similarly, Maemo

Mapper that has become one of the most used homebrew application for the Nokia

770 Internet Tablet, uses Google’s map repositories in a way that would be

impossible for Nokia to use since the maps can only be used for non-commercial

purposes according to its user license. Hackers innovation activity around the artifact

is free of the many legal and organizational issues that company based R&D is

attached, demonstrating the difference in the technological frame of these two social

groups. This makes the process of innovation easier and faster for hackers to achieve

with the Nokia 770 Internet Tablet than what it is to Nokia’s product development.

The outcomes of hacker-hobbyism make the Nokia 770 Internet Tablet more

versatile as a product than it was originally developed to be. The open source Linux

operating system of the device makes it easy for skilled users to develop new

applications for the device. Nokia 770 Internet Tablet can now be used as a gaming

machine, GPS-navigator, digital media player among many other possible use-cases.

The innovation activity and potential around the Nokia 770 Internet Tablet has

transformed it into a highly desirable product among the social group of hackers. It

remains as an inspiring challenge for Nokia to use this unexpected market position to

their advantage while seeking mass-market acceptance for the next generation open

source products.

By combining cultural and social aspects of technology- and innovation studies into

the product development story of the Nokia 770 Internet Tablet in this thesis, a rich

case study has been presented on sociotechnical change.

7.1 Limitations and further research suggestions

The Nokia 770 Internet Tablet was launched in November 2005 being the first

product of the Internet Tablet product line in Nokia. The whole product line is still

in a very early stage of its diffusion and shaping process. Successful new artifacts

can take many product generations to develop as it took decades for personal

computers to domesticate into everyday use at homes. Being an interesting

Page 71: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

71

research subject because of its newness, the Nokia 770 Internet Tablet also has

some set limitations for this study.

First, the social construction of the Nokia 770 Internet Tablet is very ”young” as is

the artifact itself. In Bijker’s (1995) study, the development of bicycle was followed

for hundreds of years and over multiple product generations and variations. This

brings in an interesting question; was it too early to develop a social construction of

an artifact that has just been brought to the markets? One could compare this study

to a study of the first machine that distantly resembles the modern bicycle

somewhere in 1785 followed for a 10 month period of time.

Secondly, this thesis only followed one artifact and furthermore one successful

artifact. Bijker (1995) specifically called for analysis of unsuccessful artifacts to reach

a ”symmetrical analysis”. This limitation is also part of the first limitation; as the

diffusion to markets has just begun, it is too early to call for unsuccessful artifacts

generated after the Nokia 770 Internet Tablet.

Third, some notions about the reliability and validity of this study should be made.

The social construction of the Nokia 770 internet tablet as presented in this study is

not by any means a complete, all-inclusive model. Rather, the constructive approach

to the study subject makes this study a subjective and explorative study into user

innovation activity around the Nokia 770 Internet Tablet. More studies about

hackers involvement in the development of other new high-technology consumer

products should be conducted before the results of this study can be generalized.

For further studies the following research questions might be interesting.

- What kind of conflicts, if any, rise between hackers innovations and Nokia’s

business models in the future?

- What has been the role of hacker-hobbyism in the next product generations

of Nokia’s open source based consumer products?

- What kind of form does hacker-hobbyism take in the development of other

high-technology consumer products?

Page 72: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

72

- Can hacker-hobbyism produce weak signals on how technology evolves in the

future?

Further, also the meaning and the input of the open source software communities in

the development of the Nokia 770 Internet Tablet could be an interesting research

subject and would help to understand hackers and their innovativeness better. In

this thesis, the approach was more in the innovations of individual hackers. This was

for the reason that the open source software communities tend to focus on making

software platforms like Linux slowly more stable and better while the outcomes of

individual hackers were more “visible” as in stand-alone programs like the popular

applications reviewed in this thesis.

To sum up, the social construction of the Nokia 770 Internet Tablet presented in this

study is not a complete, all-inclusive model but it can still provide insights and ideas

for new cross-disciplinary studies about user innovations, hackers and the social

change of technology.

7.2 Managerial implications

In this section, I will draw together my experiences working inside Nokia and suggest

managerial implications based on my study.

Nokia’s goal is to create a new market for internet tablet devices like the Nokia 770

and capitalize on this market. In order to create a new market, I would argue that

also an imaginary user has to be created that represents the new markets. This is

something that cannot be done by what Akrich (1995) calls explicit methods, by

market surveys or based on user feedback because the imagined user has to

represent new markets, not existing ones. Instead, I want to do is emphasize the role

of implicit methods of creating a imaginary user representation. This process should

involve people from marketing, R&D and product development. The inability to

come up with an appealing implicit user representation was something that I viewed

currently as a challenge for the Internet Tablet project inside Nokia.

Page 73: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

73

I want also to challenge the view that a company developing high-technology open

sourced consumer products, Nokia in this case, can or should ultimately decide and

speak out what an artifact is and what should it be used for. The manufacturers

“script” of use scenarios should be tolerant and open. In the interviews and in the

informal discussions managers at Nokia were often saying, “it’s not a media device”,

“it’s an internet tablet”. When looking at the most used applications for the Nokia

770 Internet Tablet, it was somewhat easy to see what the product was used for

among the hackers. The most discussed and downloaded application for the device

was the media converter program that decoded video files to be played with the

Nokia 770 Internet Tablet. One hacker said in an interview “the large screen just

screams, play a dvd on me”. Further, many of the non-user interviewees said that the

internet is just a nice bonus on the device. It should be considered that maybe

manufacturers are unable to tell to its most innovative customers anymore what a

product is and what it should be used for.

To this day we have taken zero intentional input from our user community

to our product development…we should listen them more than we do now.

[Senior R&D manager, Nokia]

What Nokia could do instead is to first turn to the most innovating hackers and see

what kind of uses they have discovered for the product and then formulate the

“scripts” of possible use cases that are communicated to markets. This might be a

successful strategy in order to seek mass market acceptance for the product as

hackers most likely represent the “lead users” (Hippel 2005) of technology that are

ahead of important market trends and are positioned to benefit significantly by

creating innovative solutions to their problems.

There are also examples of hacker-hobbyism and its consequences on products other

than the Nokia 770 Internet Tablet. One of the hackers interviewed for this thesis

said that he has recognized how Microsoft uses hackers’ innovations as a source for

their gaming console product development.

Page 74: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

74

I know for a fact that smarter developers like Microsoft are watching the

homebrew hacking scene closely. Lost of the features of this new Xbox 360

console are the same as hackers did for the original Xbox.

[Interviewee 15, Shaun “Dragonminded” Taylor]

Kaheny (2005, 73) writes in his book about the cult of Apple’s iPod that hackers

might have been source of inspiration for Apple’s product development when

functionalities beyond music playback where added to the Apple iPod.

It is possible that Apple had planned from the start to make the iPod into an

erzats PDA, but it’s also possible that the company took its lead from the

iPod hackers, who, almost from the minute the gadget hit the store shelves,

were busy figuring out clever ways of making the iPod do more than just

play the music. (Kahney 2005, 73)

Hacker-hobbyism and the hacking phenomenon should be explored further when

creating a compelling marketing strategy and message for the future open source

products of Nokia. The user-producer interaction is a unique selling point that could

be used to generate new kind of consumer culture around high-technology products.

Until now, the unique user-producer interaction around the Nokia 770 Internet

Tablet has not been used to communicate products advantages to the potential

customers other than other than hobbyists and hackers. At this time, there are no

similar portable computers that involve user innovators as much as the Nokia 770

Internet Tablet, so it should be marketed as the most desired flagship product of the

hackers and their innovative culture.

In conclusion, the Nokia 770 Internet Tablet is unlike any other product currently in

the markets. Hackers, their innovative culture and interaction around the product

should be used as a resource not only for product development but also for market

development. In this task, Nokia should consider developing a marketing strategy

utilizing the innovating culture of the hackers.

Page 75: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

75

References

Akrich, M. (1995). User Representations: Practices, Methods and Sociology. In A. &. Rip (Ed.), Managing Technology in Society. The approach of Constructive Technology Assessment. London: Pinter Publishers.

Bardini et all. (1995). The Social Construction of the Personal Computer User. Journal of Communication New York, 45(3), 40-66.

Bijker, W. E. (1995). Of Bicycles, Bakellites, and Bulbs - Toward a Theory of Sociotechnical Change. Cambridge: MIT Press.

Carlsson, W. B., (1999) Artifacts and Frames of Meaning: Thomas A. Edison, His Managers, and the Cultural Construction of Motion Pictures. in Shaping Technology/ Building Society - studies in sociotechnical change. Eds. Bijker, W.E., Law, J.

Desmond J., McDonagh P., O´Donohoe S. (2000) Counter Culture and Consumer Society. Consumption, Markets and Culture 4(3), 241-278.

du Gay, P., Hall, S., Janes, L., Mackay, H., & Negus, K. (1997) Doing cultural studies - The story of the Sony Walkman. Sage Publications.

Faraj, S., Kwon, D., Watts, S., (2004) Contested artifact: technology sensemaking, actor networks and the shaping of the Web browser. Information Technology & People 17(2), 186-209.

Fleck, J. (1998) Innofusion or diffusion? The nature of technological development in robotics’, Edinburgh PICT Working Paper, No. 7, Edinburgh University.

Gatlin, J. (1999) Bill Gates: The Path to the Future. Perennial Currents

Higgins S. H., Shanklin W. L. (1992) Seeking Mass Market acceptance for high-technology consumer products. Journal of Consumer Marketing 9(1), 5-14

Himanen, P. (2000). The Hacker Ethic - and the Spirit of the Information Age.Helsinki.

Jeppesen, L.B. (2005) User Toolkits for Innovation: Consumers Support Each Other. Journal of Product Innovation Management 22, 347–362.

Jeppesen, L. B. & Frederiksen, L. (2006) Why firm-established user communities work for innovation: The personal attributes of innovative users in the case of computer-controlled music instruments. Organization Science 17[1], 45-64. 2006.

Jeppesen, L.B. and Molin, M.J., (2003) Consumers as Co-developers: Learning and Innovation Outside the Firm. Technology Analysis & Strategic Management 15(3), 363-84.

Page 76: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

76

Kahney. (2005) The Cult of iPod. San Francisco. No Starch Press.

Kotro, T. (2005) Hobbyist Knowing in Product Development - Desirable Objects and Passion for Sports in Suunto Corporation. Helsinki: University of Arts and Design Helsinki.

Kotro, T., & Pantzar, M (2002). Product Development and Changing Cultural Landscapes - Is our Future in "Snowboarding". MIT Design Issues, 18(2), 30-45.

Lakhani K., R., & Wolf, R., G. (2005) Why Hackers Do What They Do: Understanding Motivation and Effort in Free/Open Source Software projects. MIT Sloan School of Management

Levy, S. (1984) Hackers: Heroes of the Computer Revolution. New York. Anchor Press/DoubleDay

Lindsay, C. (2003) From the shadows: Users as Designers, Producers, Marketers, Distributors and Technical Support. in Oudshoorn, N., & Pinch, T. (2003)How Users Matter - the co-construction of users and technology.Cambridge: MIT Press.

Markus, L.M., Manville, B., Agres, C.E. (2000) What Makes a Virtual Organization Work? MIT Sloan Management Review, 42(1), 13-26.

Moisander, J. (2005) Kulttuurinen kulutustutkimus. Kuluttajatutkimus. Nyt, 1/2005, 37-48

Mollick, E. (2004) Innovations from the Underground: Towards a Theory ofParasitic Innovation. Master’s Thesis. MIT Sloan School of Management.

Mollick, E. (2005) Working with the Underground. Sloan Management Review, 46(4), 21-24.

Oudshoorn, N., & Pinch, T. (2003) How Users Matter - the co-construction of users and technology. Cambridge: MIT Press.

Pantzar, M. (1996) Kuinka Teknologia kesytetään. Kulutuksen tieteestä kulutuksen taiteeseen. Hanki ja Jää. Tammi.

Pantzar, M. (2000) Consumption as Work, Play, and Art: Representation of the Consumer in Future Scenarios. MIT Design Issues, 16(3), 3-18.

Pantzar, M. (2003) Tools or toys – Inventing the need for Domestic Appliances in Postwar and Postmodern Finland. Journal of Advertising, 32(1), 83-93.

Pantzar, M., Ainamo, A. (2001) Nokia – The suprising succes of textbook wisdom. National Consumer Research Centre

Page 77: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

77

Perdue, P. C. (1994) Technological Determinism in Agrarian Societies. In M. R. Smith, & M. Leo (Eds.), Does Technology Drive History - The Dilemma of Technological Determinism. Cambridge: MIT Press.

Pinch, T., & Bijker, W. E. (1984) The social construction of facts and artifacts: Or how the sociology if science and the sociology of technology might benefit each other. Social Studies of Science, 14, 399-431.

Raymond. S. (1999) The Cathedral and the Bazaar. O’Reilly Media, Sebastol, CA.

Reed, L. (2000) Domesticating the Personal Computer: The Mainstreaming of a New Technology and the Cultural Management of a Widespread Technophobia, 1964-. Critical Studies in Media Communication, 17(2), 159-185.

Rogers, Everett M. (1995) Diffusion of Innovations, 4th ed., New York: The free Press

Schleiner, A.-M. (2002) Loiseliöt puuttuvat peliin. Pelien muuntelu ja hakkeritaide. In E. Huhtamo, & S. Kangas (Eds.), Mariosofia. Helsinki: Ylipistokustannus.

Schumpeter, J. (1934) The Theory of Economic Development. Cambridge, MA: Harvard University Press.

Schumpeter, J. A. (1975) Capitalism, Socialism and Democracy. New York: Harper

Shove, E., Pantzar, M. (2005) Consumers, Producers and Practices - Understanding the invention and reinvention of Nordic Walking. Journal of Consumer Culture 5(1), 43-64.

Smith M.R., Marx, L. (1994) Does Technology Drive History? – The Dilemma of Technological Determinism. The MIT Press, Cambridge.

Thomas, D. (2002) Hacker Culture. Minnesota Press.

Trott, P. (2001) The Role of Market Research in the Development of Discontinuous New Products. European Journal of Innovation Management, 4 (3) 117-126.

Ulrich, K. T., Eppinger, S.D. (1995) Product Design and Development. New York: Mc-Graw Hill

Von Hippel, E. (1986) Lead Users: A Source of Novel Product Concepts. Management Science, 32(7).

Von Hippel, E. (1998) The Sources of Innovation. New York, Oxford University Press.

Von Hippel, E. (2005) Democratizing Innovation. MIT Press.

Von Hippel, E., von Krogh, G. (2003) Open Source Software and the “Private-Collective” Innovation Model: Issues for Organization Science. Organization Science 14(2), 209-223.

Page 78: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

78

Voiskounksy, A. E., Smyslova, O. V. (2003) Flow-Based Model of Computer Hackers’ Motivation. Cyperpsychology and behaviour 6(2), 171-180.

Weber, H. (2005) Portable Pleasures: Mobile Lifestyles with Portable Electronics in Manufacturing Leisure. Innovations in happiness, well-being and fun. Eds. Pantzar M., Shove.

Williams, R., Stewart, J., Slack, R. (2005). Social learning in Technological Innovation. MPG Books, Bodmin, Cornwall.

Wolcott H. F. (1995) The art of fieldwork. Walnut Creek, CA: AltaMira Press

Wolcott H. F. (1999 Ethnography: A way of seeing. Walnut Creek, CA: AltaMira Press

Online references

2600: The hacker Quarterlyhttp://en.wikipedia.org/wiki/2600:_The_Hacker_Quarterly26.05.2006

Are there legal issues? 2004http://www.kingant.net/gaim/GaimPresentation/www/index.html19.02.2006

A Brief History of Hackerdom, 2000http://www.catb.org/~esr/writings/cathedral-bazaar/hacker-history/index.html15.01.2006

A strategy. Ari Jaaksi’s Blog, 2006http://jaaksi.blogspot.com/2006_02_01_jaaksi_archive.html018.02.2006

Blogging over Las Vegas, 2005http://ahtisaari.typepad.com/moia/2005/09/blogging_over_l_10.html, 07.07.20062.11.2005

Devesh Kotari Blog, 2005http://dkothari.blogspot.com/2005/11/gaim-15-for-maemonokia-770.html24.5.2006

Engadget, 2005 http://www.engadget.com/2005/05/25/nokia-770-internet-tablet-sees-nokia-veer-into-non-phone/ 11.11.2005

Hardware hacker, 2005http://en.wikipedia.org/wiki/Hardware_hacker2.7.2006

Page 79: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

79

Hacker, 2006http://en.wikipedia.org/wiki/Hacker2.7.2006

Ilkka Raiskinen on N-Gage, and more. The Register, 2004http://www.theregister.co.uk/2004/04/14/nokia_interview/page2.html15.05.2006

It’s not a cell phone – and it’s good. Ari Jaaksi’s Blog, 2005http://jaaksi.blogspot.com/2005_11_01_jaaksi_archive.html 19.11.200515.5.2006

Know Your Enemy - The Tools and Methodologies of the Script Kiddie, 2000http://www.honeynet.org/papers/enemy/23.05.2006

Legal issues, 2006http://66.249.93.104/search?q=cache:imHK6H9kvjgJ:forums.microsoft.com/MSDN/ShowPost.aspx%3FPostID%3D390508%26SiteID%3D1+gaim+msn+legal&hl=en&ct=clnk&cd=74.4.2005

Meyer, Gordon. 1989. The Social Organization of the Computer Underground http://bak.spc.org/dms/archive/hackorg.html. 16.5.2006

Maemo mapper, 2006http://gnuite.com:8080/nokia770/maemo-mapper/16.8.2006

Nokia ‘fesses up to poor N-Gage sales. The Register, 2004http://www.theregister.co.uk/2004/02/24/nokia_fesses_up_to_poor/2.11.2005

Nokia figures claim massive n-gage sales. The Register, 2003http://www.theregister.co.uk/2003/10/23/nokia_figures_claim_massive_ngage/15.1.2006

Nokia misses n-gage sales target by miles. The Register, 2005http://www.theregister.co.uk/2005/11/03/nokia_n-gage_numbers/11.4.2006

Nokia 770 sdk. Hack a day beta, 2005http://www.hackaday.com/entry/1234000923044772/3.7.2006

Notenboom, Leo. Ask Leo!, 2006http://askleo.com/can_i_use_more_than_one_instant_messaging_service_using_only_one_client.html28.3.2006

Page 80: Masters Thesis - Developing Desirable Technology with User Innovators. Case Nokia 770 Internet Tablet

80

PCMag.com, 2005http://discuss.pcmag.com/forums/498041001/ShowPost.aspx24.05.2006

Personal Technology, 2006http://ptech.wsj.com/archive/ptech-20060720.html20.07.2006

Symbian, 2005http://www.symbian.com/about/fastfacts/fastfacts.html6.8.2006

Raymond (2000) The Cathedral and the Bazaar, 2002http://www.catb.org/~esr/writings/cathedral-bazaar/cathedral-bazaar/20.6.2006

Raymond (2001) How to became a Hacker?http://www.catb.org/~esr/faqs/hacker-howto.html12.11.2005

The Jargon File (version 4.4.7), 2003http://www.catb.org/~esr/jargon/13.3.2006

Williams S. (2002) Free as in Freedom: Richard Stallmans crusade for free software. O’Reilly Media, Sebastol, CA.http://www.oreilly.com/openbook/freedom11.04.2005

Interviews

Ari Jaaksi, 23.2.2006. TampereValtteri Halla, 28.2.2006. HelsinkiHarri Lilja, 27.3.2006. OuluJanne Jalkanen, 15.6.2006 HelsinkiJari Valström, 18.7.2006. Helsinki – New YorkKaroliina Ervasti, 29.7.2006. HelsinkiJuha Lehtomäki, 3.8.2006. HelsinkiTomas Junnonen, 13.8.2006. HelsinkiShaun ”Dragonminded” Taylor, 5.6.2006. Helsinki – San FranciscoJohn Costigan, 20.8.2006. Helsinki – Washington D.C”Digital Gopher”, 14.07.2006. Helsinki – San FranciscoUrho Konttori, 27.7.2005. HelsinkiJyri Engeström, 19.06.2006 HelsinkiIsko Salminen, 22.6.2006. HelsinkiHerkko Hietanen, 03.07.2006. Helsinki